=Paper= {{Paper |id=Vol-3669/paper11 |storemode=property |title="Beavers don't walk on roads": Beaver-play for more-than-human cartographies |pdfUrl=https://ceur-ws.org/Vol-3669/paper11.pdf |volume=Vol-3669 |authors=Linas Kristupas Gabrielaitis,Laura op de Beke,Oğuz Buruk,Velvet Spors,Ferran Altarriba Bertran |dblpUrl=https://dblp.org/rec/conf/gamifin/GabrielaitisBBS24 }} =="Beavers don't walk on roads": Beaver-play for more-than-human cartographies== https://ceur-ws.org/Vol-3669/paper11.pdf
                         “Beavers don’t walk on roads”: Beaver-play
                         for more-than-human cartographies
                         Linas Kristupas Gabrielaitis1, Laura op de Beke2, Oğuz ‘Oz’ Buruk1, Velvet Spors1 and
                         Ferran Altarriba Bertran1,3
                         1 Gamification Group, Tampere University, Tampere, Finland
                         2 Department of Media and Culture Studies, Utrecht University, Utrecht, Netherlands
                         3 Escola Universitària ERAM, Universitat de Girona, Salt, Catalonia



                                             Abstract
                                             In this paper, we introduce the notion of beaver-play to understand play that challenges spatial
                                             conventions, transgresses boundaries, and redraws territories. Tracing how beavers are imagined in
                                             various contexts such as nature conservation, experimental rewilding practices, and performance art,
                                             we highlight the role of the beaver in stories of ecosystem management, collapse, and restoration. We
                                             investigate beaver imaginaries through the perspective of play and games, taking the popular city-
                                             building video game Timberborn as our case study. We employ sketching as a method to annotate and
                                             analyse play practices in the digital spaces of Timberborn, drawing out three modes of beaver-play:
                                             concerns, crossings, and flows. Highlighting the role of play in territorial and organisational fluidity, we
                                             draw attention to the way that beaver-play scaffolds moving in and out of spatial arrangements,
                                             territories and environmental systems. Discussing how the practices of playing and drawing
                                             intertwined into a process of more-than-human cartography, we extend our investigation to consider
                                             the broader implications of using video games as cartographic, performative spaces for more-than-
                                             human meaning-making.

                                             Keywords
                                             Games, play, more-than-human, cartography, sketching, ecology, spatiality, beavers1

                                                                                                                         boundaries, relax rigid borders, and reshape
                         1. Introduction                                                                                 landscapes [4, 5]. Consequently, the beaver has
                                                                                                                         become a figure through which to imagine new
                         Tom Tyler’s book Game: Animals, Video Games, and                                                practices that challenge spatial conventions and
                         Humanity [1] collects a whole menagerie of beasts                                               reconfigure territories [6]. “When beavers inhabit a
                         between its pages, from boar to fish and from dogs to                                           body of water, they cut channels into the adjoining
                         lamas. Tyler demonstrates that when we encounter                                                land, transgressing natural boundaries (...). Their
                         animals in games and play, we do so in ways that are                                            damming and gnawing practices can radically alter
                         culturally and contextually rich with meaning. Second                                           farmland, redrawing boundaries and redirecting
                         only, perhaps, to primates, beavers are among the                                               waterways” [7]. While the animal’s ability to
                         creatures we can most easily identify with: nimble-                                             transgress boundaries has been studied from
                         fingered master-builders, ecosystem engineers, and                                              perspectives as wide-ranging as ecology to
                         tireless workers; it’s a flattering comparison. And yet,                                        performance art [8, 6, 9, 10], our contribution lies in
                         for centuries beavers have also been received as pests,                                         the investigation of the beaver from the perspective of
                         creatures whose dam(n) projects have conflicted with                                            games and play. More specifically, we develop a notion
                         our own attempts to harness rivers for water and                                                of beaver-play that can move through ecological
                         power. In fiction, beavers repeatedly appear as agents                                          boundaries, organising and re-organising spaces.
                         of environmental change, causing floods and engaging                                            Video games provide an interesting context to study
                         in other disruptive terraforming practices (e.g. [2, 3]).                                       this type of play because spatial exploration and
                         As such, beavers often stand in for humans, who, in the                                         territorial expansion are considered to be core aspects
                         age of climate change have also become dubiously                                                of digital gameplay [11, 12].
                         responsible for the environment.                                                                    We start by tracing instances of play with and as
                             For many artists and ecologists, however, beavers                                           beavers in rewilding practices, theatre and the arts in
                         are to be celebrated for their ability to traverse

                         8th International GamiFIN Conference 2024 (GamiFIN 2024), April 2-
                         5, 2024, Ruka, Finland
                              linas.gabrielaitis@tuni.fi (L. K. Gabrielaitis); l.h.opdebeke@uu.nl
                         (L. op de Beke); oguz.buruk@tuni.fi (O. Buruk); velvet.spors@tuni.fi
                         (V. Spors); ferran.altarribabertran@tuni.fi (F. Altarriba Bertran)

                              0009-0000-6591-0548 (L. K. Gabrielaitis); 0000-0002-6429-2909
                         (L. op de Beke); 0000-0002-8655-5327 (O. Buruk); 0000-0001-8947-
                         615X (V. Spors); 0000-0002-3692-3777 (F. Altarriba Bertran)

                                         © 2024 Copyright for this paper by its authors. The use permitted under
                                         Creative Commons License Attribution 4.0 International (CC BY 4.0).




CEUR
                  ceur-ws.org
Workshop      ISSN 1613-0073
Proceedings


                                                                                                                   121
order to build an overview of the roles that beavers              Using beavers as pawns in the game of nature
play in stories of ecological management and                      conservation and environmental restoration requires
restoration. Next, we shift our focus to study the way            thinking of them in instrumental terms, however,
humans pick up these roles in a closer analysis of the            rewilding circles have been re-examining such
videogame Timberborn by employing the method of                   approaches by drawing on more-than-human
sketching. Sketching is well-known as a generative                perspectives, investigating collaborative ways of
activity for ideation and concept creation [13, 14], but          knowing and meaning-making instead [25, 26]. A
it has also seen recent uptake as an analytic tool for            model of such creative, non-instrumental play is
meaning-making [15, 16]. By sketching on top of                   provided by David Overend [6], who oversaw a series
screenshots from Timberborn, we develop the notion                of research-driven, site-specific, collaborative, arts-
of beaver-play, describing the extent to which                    based explorations that engaged a population of
videogames provide cartographic, performative                     beavers in the Tay Valley in Scotland. Inspired by
spaces for more-than-human meaning-making                         performance artist Christy Gast’s 2014 film, Castorera
    The phrase more-than-human was used by the                    (A Love Story), Overend and his collaborators played as
ecologist and philosopher David Abram to emphasise                beavers by engaging in a series of crossings, following
the embedded nature of human culture within a larger              beaver trails over land, through the mud, and into the
web of life, which is filled with animacies that                  water. In performing such crossings, Overend “sensed
complement and rival human designs [17].                          the world, if not quite as a beaver, at least as more-
Agriculture, for example, exists because of the                   than-human,” demonstrating that playing beaver
collaboration between humans and soil, bacteria,                  created its own kinds of feral effects for the performing
minerals, and countless other creatures feeding the               researchers [6].
earth. When we invoke the term more-than-human in
this article, we use it to describe approaches that keep
this multispecies world in mind.


2. Playing beaver
In this section, we list some examples of playing beaver
in rewilding and conservation practices, in theatre, and
in video games, teasing out how beavers are figured in
stories of ecological management and restoration.


    2.1. Rewilding with beavers
Due to hunting and habitat destruction, the Eurasian
beaver almost went extinct at the turn of the twentieth
century. Currently, there are many efforts underway to
reintroduce them to regions where they used to be
endemic and many of these initiatives have been
largely successful [18]. There are good reasons for
wanting to reintroduce beavers in rewilding practices.
They have become a flagstone species for rewilding
efforts as ‘ecosystem engineers’, restoring degraded              Figure 1: A poster for parachuting beavers by the
landscapes, creating new wetland areas, and providing             California Department of Fish and Game (1950s) [24]
precious habitats for endangered wildlife, such as
amphibians and river fish [19]. By damming rivers,
beavers regulate water flow, slow water movement,
improve stream health and quality, reduce flooding
and restore natural landscapes [20, 8]. Moreover, the
kind of ecosystem engineering that beavers engage in
causes cascading ‘feral effects,’ which have a beneficial
impact on other species and environments, but which
involve processes that exceed what we can perceive or
monitor [21]. In short, beavers provide humans with
“cost-effective ‘nature-based’ solutions to flood
protection” and drought resilience [22]. Already in the           Figure 2: Gnawing as a beaver. A scene from the video
1930s, wildlife agencies such as the California                   Our Strange Plan to Fully Rewild This River (2023) [27]
Department of Fish and Game were introducing                           The temptation to play at being a beaver has lured
beavers into desiccated, dry landscapes to combat                 more ostensibly pragmatic minds into performing
erosion and raise water levels [23]. When rewilding               crossings as well. Because beavers are still lacking on
inaccessible areas such as the mountains or deep                  the Scottish Glassie river, the rewilding network Mossy
forests without roads, as shown in figure 1, airplanes            Earth—comprising             mostly        ecologists—is
were used to drop parachuting beavers.                            experimenting with human-made beaver-like dams to
                                                                  restore the river’s barren banks [27]. In their video




                                                            122
update on the project (figure 2), the rewilders got fully          space. In collaboration with human geographer
into character, donning neoprene suits for complete                Kathryn Yussof, the electronica/glitch-folk duo
immersion.                                                         Oblique Curiosities created a song called Cosmic
                                                                   Beavers in which they playfully relate a queer, anti-
                                                                   colonial counter-mythology about “giant, trans-
     2.2. Acting as beavers                                        dimensional beavers who maintain the Time-Dam”
                                                                   [33]. This example, as well as the others listed above,
Rather than invite humans to become beaver-like,                   demonstrates the extent to which beavers have
other instances of beaver-play feature uses of                     emerged as generative figures in stories of world
anthropomorphisation, such as when the perceived                   collapse and restoration. As we can make out from the
characteristics of beavers, like their industriousness,            brief overview of media provided here, playing beaver
are used to scaffold a deeply human story. For                     generates moments of both identification, as well as
example, in the 1937 play The Revolt of the Beavers                estrangement. It allows us to recognize ourselves as
(figure 3), two children are spirited away to                      planetary terraformers and world-builders, while also
‘Beaverland’ where they meet a band of oppressed and               pushing us to explore alternatives to a rapacious,
exploited beavers who operate ‘the wheel of industry’              earth-moving industrial logic that is driving the
for the sole profit of the chief and his cronies [28]. The         climate crisis. Specifically, beaver-play allows us to
play recounts how the workers come together to                     adopt the playful, boundary-crossing, place-making
overthrow the chief, thus claiming the means of                    spirit of the beaver.
production for themselves, and sharing the benefits
equally. At the time of its release, the play was reviled
for being too political. In an updated 2018 staging by             3. Timberborn or,
Kit Bix, the final act of the play nods just as overtly to
more contemporary politics [28]. Bix takes beaver                     welcome to the ‘Castorocene’
anthropomorphism even further, casting them not just
as subjects under capitalism, but as potentially                   Castorocene means ‘era of the beaver.’ It is the title of
enthusiastic proponents of it (figure 3).                          George Finlay-Ramsay’s film-poem [34] which
                                                                   imagines a far future in which humans have defiled the
                                                                   Earth and beavers are there to clean it up. It was filmed
                                                                   in Bamff, an area in Scotland known for experimental
                                                                   ecosystem management, the same place where
                                                                   Overend and his collaborators performed their
                                                                   experimental crossings [6]. The work’s title is a play on
                                                                   the term Anthropocene (anthropos meaning human).
                                                                   Introduced in the early 2000s, the Anthropocene
                                                                   denotes the most recent geological epoch, in which
                                                                   humans have become the main drivers of planetary,
                                                                   environmental change [35].
Figure 3: Humans acting as beavers. A scene from the
play The Revolt of the Beavers (1937) [29]
    Rather than cast beavers as industrialists, some
games imagine beavers as saboteurs acting to disrupt
or undermine environmentally exploitative ventures
like logging enterprises. For example, the local co-op
game Beavers Be Dammed [30] stages a beaver-
operated heist on a sawmill. The challenge involves
manoeuvring stolen logs through difficult parcours full
of crazy obstacles. While lacking the striking visual
design and sharp critical brunt of a game like
Thunderbird Strike [31] by Indigenous designer                     Figure 4: Beavers acting as humans. The retail cover
Elizabeth LaPensée, in which you play a mythical bird              of Timberborn (2021) [36]
taking out machines used to extract oil from the                       Our case study Timberborn [36] is a popular city-
Athabasca tar sands, Beavers Be Dammed stages a                    building game involving beavers that is also set long
similar struggle between extractive industry and                   after the demise of human civilization. It too posits a
nonhuman resistance. Beavers Be Dammed can also be                 speculative post-Anthropocene era that still carries
understood as a game of ’animal mayhem’, which is the              the scars of humans civilization: the ruined remains of
name Marco Caracciolo gives to several recent games                buildings, a recurring drought, and (after the game’s
in which non-human protagonists create comical                     latest update) sources of ‘bad water’. In the game,
situations by meddling in human affairs and wreaking               players manage a colony of beavers surviving in this
havoc in human-dominated spaces [32]. Such                         desiccated landscape, setting up chains of production
examples make use of animal play as an activity that               to house, and feed them, while having to weather the
transgresses and disturbs boundaries between human                 recurring drought. Damming enough water to make it
and animal spaces, making room for investigations on               through these gradually lengthening dry seasons is the
the way we share our world with others.                            game’s primary challenge. By simulating drought,
   Lastly, beavers can also act as worldbuilders in a              Timberborn joins a number of other recent games like
more expanded sense, upholding cosmic time and                     Frostpunk [37] and Against the Storm [38] that evoke




                                                             123
‘dark seasonalities’ [39] by simulating dangerous,                In this section, we introduce the practice of sketching
unpredictable weather and climate systems. New                    as an analytical tool. We explain our rationale of
trends like these demonstrate that the theme of                   sketching on video game screenshots to investigate
climate change is pushing game developers to                      video game environments and to unpack beaver-play.
reconsider design conventions, especially those
belonging to the genre of the city-builder. Take for
example Terra Nil [40], a game about rewilding, or                     4.1. Sketching for analysis
Lichenia [41], a game about ecological restoration,
both of which explore alternative ways of relating to                 Sketches are informal drawings or annotations
video game environments. To study games like these,               that allow people to deepen their understanding of an
scholars have developed different concepts and                    object, a space, or a concept. Drawing sketches is an
frameworks, focused on climate change engagement                  established technique in generative processes such as
[42], ecology [43], anthropocentrism [44] or ecological           ideation and concept creation [13, 14, 57, 58]. In
monstrosity [45]. For our part, we look at Timberborn             addition, sketching has been gaining attention as an
using the concept of beaver-play since the game’s                 analytic tool within technology-minded research. For
dynamic environment invites questions about                       example, Sturdee and Lindley outline how the practice
territory, boundary crossing, and place-making,                   can situate us within the ’unknown’, and help us make
especially as the player’s terraforming and                       sense of it [15] as sketching becomes a means for
engineering practices are patterned according to the              simultaneously creating and conveying knowledge
game’s seasonal rhythms.                                          [59]. Moreover, as Gansterer explains, sketching is
                                                                  both reflective, promoting contemplation, as well as
                                                                  steeped in observation— involving consciously
    3.1. Spatiality in Timberborn                                 capturing thought and documenting the processes of
                                                                  its creation [60]. In this way, sketching allows
     The digital spaces found in video games are rarely           researchers to generate and incorporate situated,
passive backdrops. Rather, video game spaces                      qualitative first-person knowledge into their research
constitute frameworks in which meaning is created                 practice [61, 62, 63].
and situated [46]. Such processes of meaning-making                   We draw on a specific approach developed by
often rely on spatial exploration and expansion, which,           Gamboa et al. to annotate video game screenshots [64].
as Kühne suggests, result in significant alterations to           They collect screenshots from video games and
game environments. Thus, play in video games often                annotate them for analysis. These annotations draw
reflects the transformative power of player actions               out how meaning is created in video game spaces and
over the digital environment. This is especially true for         how game mechanics situate the player in imaginary
city-builders where players are often cast as surveyors           environments. “The collection of screenshots became
or (military) cartographers, carving up the land and              a place for transdisciplinary discussion” [64].
assigning it productive functions [47]. For example, in           Similarly, we use the sketches to gather
games such as the Civilization series [48], digital               interdisciplinary knowledge. The sketched-on
spaces reflect traces of the player’s spatial mastery             screenshots simultaneously count as player-generated
over the environment [49]; and Tropico [50], employs              content that documents the intentionality of the player
mechanics reminiscent of ‘colonial techniques of                  [65, 66], while also reflecting the play practices and the
domination’, which in video game spaces are                       game mechanics that afford them.
expressed through spatial behaviours such as
exploration, trading, or map-making [51, 52]. Games of
empire and extractivist play revolve around the                        4.2. Study procedure
acquisition of geographical space [53] through
activities such as environmental exploration, spatial                 The screenshots were made by the first author
maneuvering, trading, establishing mines and outposts             over the course of two days. They record moments of
[47]. All such in-game actions and behaviours warrant             challenging gameplay that required planning, or they
critique and scrutiny given that players may carelessly           capture moments of almost-failure [67]. The
adopt the logic encoded in the game, whether rooted               screenshots were taken with the game paused and the
in extractivism, imperialism, or colonialism [54, 55,             camera positioned to capture the situation. The
56].                                                              sketching itself was carried out on a tablet, where a
     In these previously mentioned city-building                  spatial analysis of the video game environment was
games, the map is static and players exert their                  made, using sketching to document the river
influence over it. In Timberborn the map is dynamic               territories and bank contours. After documenting the
and players are put on the back-foot, having to respond           specific spatial arrangements of a situation, sketching
to, and build with the river in mind. In other words, the         was used to plan and reflect on the next steps in
river system is encountered as an entity with its own             gameplay.
rhythms and moods that you have to share the map                      Next, the compiled sketched-on screenshots from
with. Over the course of play, there emerges a more-              Timberborn served as a foundation for communication
than-human partnership between player and river. In               and iterative, reflective discussion among the co-
the coming sections, we introduce sketching as a                  authors. Comparisons were made and parallels were
method for recording and analysing this relationship.             drawn between instances of gameplay and the
                                                                  ecologically rooted more-than-human perspectives
                                                                  recorded at Bamff by Overend and his collaborators
4. Sketching as method                                            during their crossings [5, 6], and Finlay-Ramsay in his




                                                            124
film-poem [34]. Lastly, the sketches were grouped               with arrows to speculatively identify the concerns that
based on the three themes that emerged through the              the colony might have (as shown in figure 5). As a
comparisons. The findings presented in the following            response to hunger, the drying berry bushes and trees,
section adopt a first-person perspective to articulate          beaver-play became a process of extending the reach
the immersive attention cultivated through the                  of my colony to react to the emerging concerns (figure
process of sketching during gameplay.                           6).
                                                                     In a conversation I had with the filmmaker George
                                                                Finlay-Ramsay, who created the film-poem
5. Findings: concerns, crossings                                Castorocene [34], what most surprised the artist, was
   and flows                                                    the fact that the beavers of Timberborn need roads to
                                                                get to where they were going— “beavers don’t walk on
                                                                roads”. This inspired further discussion on the
In this section, we describe the kind of beaver-play
                                                                function of roads in the game. It is precisely through
encountered in Timberborn through three modes of
                                                                extending roads that, as a player, I impart my agency
play: concerns, crossings and flows, highlighting how
                                                                over the colony. The only way the beavers can move
they invite more-than-human awareness.
                                                                anywhere is via the road network. I thus use the roads
                                                                to point at and connect concerns in the landscape that
    5.1. Concerns                                               the beavers are programmed to respond to. This
                                                                recalls the biological programming of beavers who
Because Timberborn is a city-building game, the player          listen and instinctively respond to the sound of
does not adopt the perspective of an individual beaver,         running water with the irresistible urge to dam [68]. In
but rather controls the colony from a bird’s eye view.          this way, building roads is a way of listening to the
In order to evoke elements that could be part of the            river system and identifying its concerns.
nonhuman field of perception, I sketched on top of the
screenshots, using textual annotations in combination




 Figure 5: Sketching more-than-human concerns




 Figure 6: Sketching more-than-human concerns




                                                          125
     5.2. Crossings                                                area is distinctly different from the rigid, fenced-off
                                                                   farmlands surrounding it [6]. They recounted that, as
Timberborn requires the player to adapt to a changing              they followed beaver trails, they had to cross through
environment since periodically, whole areas of the                 land, mud and water, physically and imaginatively
map dry up due to a recurring drought. Despite its                 crossing boundaries between the elements, between
fluctuations, the river’s banks still provided the best            biomes, and between species. In performing such
location for my settlement, though I found myself                  crossings, more-than-human perspectives emerged in
having to keep relocating it depending on the water                the muddy spaces where ecosystems converged. In
level, shifting closer (figure 7) or further away (figure          Timberborn, the changing state of the river prompts
8). Sketching crossings, I drew contours and zones                 me to reevaluate and cross out my established
which would get gradually defined throughout play. In              settlements, crossing over into new territories. In this
this way, as I responded to the course of the river, I saw         way, a more-than-human perspective surfaces in the
beaver-play materialise in the arrows and lines that               way the river emerges as a dynamic, snaking entity,
marked where environments were being drawn and                     one that swells and dries according to an
redrawn.                                                           unpredictable rhythm. In response to this rhythm, I am
    Examining the influence of beaver rewilding,                   habitually deterritorialized, moving in and out of
Overend and his collaborators noted how the Bamff                  territory.




  Figure 7: Sketching more-than-human crossings




  Figure 8: Sketching more-than-human crossings




                                                             126
    5.3. Flows                                                      One of Overend’s collaborators, Laura Bissel, found
                                                                herself adopting a more-than-human frame of mind by
At a certain moment in my playthrough, I reached a              paying close attention to the water [5]. She was
point of sufficient food security where I was not               inspired by all the possible ways that beavers build by
threatened by immediate concerns such as hunger, nor            ear, following the sound of noisy water which elicits in
was I any longer caught off guard by the droughts that          them the urge to dam. Bissel and Overend observed
used to force me to cross into new territories for              how trees lay in horizontal intersections across the
survival. At this point, instead, the gradually                 submerged architectures, which beavers use as
lengthening dry seasons required me to be less                  sanctuaries for safety and access to food. Overend and
reactive and to start acting on a new, larger scale. I          Bissel listened to the trickle of the water and the flows
found myself zoomed out from the beaver settlement,             which beavers harness to float branches downstream
trying to situate myself in the broader flows of the            [69]. Timberborn affords a similar, heightened
surroundings. My first dam served as the initial field          sensitivity to the dynamic of water, how it flows, how
for experimentation, helping me understand how, and             it pools, and how far it seeps into the ground, as well
where the water was flowing from (figure 9). I then             as, crucially, where it comes from. In the process of
started preparing for the lengthening dry seasons by            sketching, the edges of the map also determined the
making more intricate dams, scheduling the pools and            edges of my canvas, which I could speculatively draw
ponds that I could build (figure 10). Here, beaver-play         beyond, imagining a broader environmental context
became apparent as a specific feeling of scale, which I         for the river’s flow.
could express through the spatial activity of flowing.
By sketching curved arrows, interruptions of flows,
and dammed pools, the sketching activity became a
                                                                6. Discussion
way for situating myself alongside larger-scale
                                                                In the following section, we first reflect on the
environmental processes.
                                                                performed beaver-play, defining it in the context of




 Figure 9: Sketching more-than-human flows




 Figure 10: Sketching more-than-human flows




                                                          127
more-than-human cartography. Then, we extend our                  seasonal, long-term fluctuations in the climate [71].
investigation to consider the broader implications of             This type of ecological fluidity allowed our ancestors
using video games as cartographic, performative                   to switch their modes of production, and with it, their
spaces for more-than-human meaning-making.                        different socio-political structures, when it suited
                                                                  them.
                                                                      For Graeber and Wengrow, play is the underlying
    6.1. Beaver-play                                              mechanism behind the cultural practices and creative
                                                                  freedoms that keep us from getting stuck in
    The kind of beaver-play we engaged in goes                    unsustainable modes of production and organisation.
beyond the portrayal of beavers as mere industrialist             Beaver-play can be understood as a kind of spatialized
masterbuilders, ecosystem engineers, and tireless                 model of this type of play. It can be defined by its
workers. In our study, playing as beavers allowed us to           experimentation with spatial arrangements and
perceive the river’s emergence as an environmental                territorial fluidity, manifesting in the ability to cross
actant, rhythmically supporting or threatening the                through, in and out of ecosystems, across and within
colony. Three modes of beaver-play were identified                planetary flows. However, evidently beaver-play too
that helped us recognize this emergence: concerns,                can cease to be play when it becomes stuck, and loses
crossings and flows; three modes of play for spatially            its experimental quality. This happens in Timberborn
organising with the territories of the river. We’ve               when player settlements—now beaver-cities—
captured these modes in figure 11, which illustrates              become cemented, and it becomes too costly or
how beaver-play is characterised by spatial                       laborious to move in sync with the river.
movements, like connecting concerns, crossing out
and over into new territories, and following large-
scale, durational flows. Through these concerns,                      6.2. More-than-human
crossings and flows players are subject to a constant                      cartographies
process of territorializing and being deterritorialized,
which draws attention to the ways in which lands are                  Timberborn is a game designed for entertainment,
claimed and reclaimed throughout play.                            not a teaching tool. Nevertheless, as our experience
                                                                  demonstrates, it has valuable lessons to teach us about
                                                                  the use of maps as performative spaces. By adding to
                                                                  the map, both in gameplay and through sketching, we
                                                                  were able to draw out the more-than-human
                                                                  relationship between the beaver colony and the river.
                                                                  This is important, as video games have been criticised
Figure 11: The three modes of beaver-play that give               for      fostering     an     impersonal,      detached,
rise to more-than-human cartographies in Timberborn               instrumentalizing gaze [72]. Such modes of visuality,
                                                                  perpetuate the logic of domination over nature. The
    The three modes of beaver-play are inspired by the            designation of protected areas, the enclosure of
boundary-crossing, place-making spirit of the beaver,             territories and the delimitation of animal movement
but we are sceptical of the connection between real               have become common responses to human-induced
beaver behavior and beaver-play. The introduction of              ecosystem collapse [73]. Such designation of territory
roads into the game, although misrepresenting real                and space further entrenches dominant power
beavers, does not undermine beaver-play, even if, in              dynamics and existing institutional extractivist
reality, “beavers don’t walk on roads”. Additionally, in          interests [74]. In response, geographers have been re-
Timberborn, two types of beavers serve as playable                evaluating their cartographic practices, seeking
factions: Folktails – the default beavers, and Iron Teeth         instead to use maps as performative spaces where
– who are even more industrious, capable of producing             nonhuman        influences    and    more-than-human
automated bot-beavers. Interestingly, the play-style              commitments emerge [75, 76]. The sketched-on
for each faction differs only minimally as similar                screenshots from Timberborn, give evidence to the
concerns, crossings and flows emerge through play with            potential of such performative spaces for reflection.
either faction. Crucially, whatever the choice, play              Sketching, as a process that documents its own
progressively locks you into rigid, immobile spatial              creation [61], resulted in snapshots of specific spatial
arrangements.                                                     arrangements, while documenting the mechanics that
    As we will explain, in this regard, Timberborn is no          allow such spatial arrangements to exist.
different from other contemporary map-based games.                    In considering video game spaces as performative
The study ‘On Being Stuck in Sid Meier’s Civilization’            spaces for more-than-human meaning-making, we
performs an analysis of the way technological                     follow in the line of thought of Ralph Waldo Emerson,
advancement locks the player in place [70]. Mol,                  who describes poetry as having the ability to “magnify
Politopoulos and Lammes argue that the more you                   the small” and “micrify the great” [77]. Alenda Chang
play the game, the less free you become, as                       continues by referring to video games as having the
technological progress locks you into one specific way            ability to model both microscopic and galactic scales of
of playing with progressively less freedom to                     sustainable action [78]. To scaffold the players taking
experiment with alternatives. This study is built on the          such perspectives, video games use maps, interfaces,
anthropologist David Graeber and archaeologist David              or HUDs (heads-up displays) to evoke a non-human
Wengrow’s concept of ‘play-farming’ which describes               field of perception, which might include scent-vision to
the flexible way in which our ancestors switched                  represent the sense-world of a dog [1], or other tricks
between farming and hunter-gathering depending on                 to evoke animal subjectivities [79]. Distinct from such




                                                            128
perspective-taking game mechanics, beaver-play
scaffolds the territorial, the cartographic acts for
                                                                 Acknowledgments
more-than-human engagements.
                                                                 This research was supported by Jane and Aatos Erkko
                                                                 Foundation through the CONVERGENCE project.
7. Future work                                                   Thank you to the reviewers, thank you George,
                                                                 Johannes, and Çağlar for the conversations.
Potential future work includes the use of beaver-play
in the spatial analysis of video games. As more
contemporary games introduce climate change as an
                                                                 References
environmental factor in gameplay, beaver-play may be
used to evaluate how such environmental factors                  [1]  T. Tyler, Game: Animals, video games, and
facilitate dynamic player relationships to the                        humanity, U of Minnesota Press, 2022.
environment, how play consciously positions us in                [2] J. Berland, The work of the beaver, Material
more-than-human worlds, and the fluid processes of                    cultures in Canada (2015) 25–49.
creating and losing territory. In such analysis, beaver-         [3] R. Hague, Flood at clear fork, Appalachian
play could be considered within the realm of mods                     Heritage 22 (1994) 40–47.
(moddable additions to games), drawing inspiration               [4] D. Overend, J. Lorimer, Wild performatives:
from studies where modding was used to disrupt                        experiments in rewilding at the knepp wildland
colonial gameplay [80]. As modded intrusions into                     project, GeoHumanities 4 (2018) 527–542.
existing video games, beaver-play could serve to                 [5] L. Bissell, Ecologies of practice: Landscaping with
disrupt spatial arrangements. The development of a                    beavers, RUUKKU: Studies in Artistic Research
mod could be accompanied by a more in-depth                           14 (2020) np.
autobiographic methodology. While our current                    [6] D. Overend, Performance in the Field:
approach utilises cartographic sketching as an                        Interdisciplinary practice-as-research, Springer
analytical tool to unpack game mechanics in the                       Nature, 2023.
manner of a close reading, future investigations could           [7] D. Overend, Ecology: Patchy performance at
employ more autoethnographic perspectives [81] to                     bamff beaverlands, in: Performance in the Field:
validate the characteristics of beaver-play and the                   Interdisciplinary Practice-as-Research, Springer,
more-than-human sensitivities that they evoke.                        2023, pp. 31–60.
    Secondly, we see potential future work in                    [8] A. Law, M. J. Gaywood, K. C. Jones, P. Ramsay, N. J.
exploring beaver-play as a cartographic practice in                   Willby, Using ecosystem engineers as tools in
disciplines other than games. For example, in the                     habitat restoration and rewilding: beaver and
processes through which performance artists are                       wetlands, Science of the Total Environment 605
engaging with earthly agencies [82, 83] or, in parallel               (2017) 1021–1030.
to the literary efforts that situate the living present          [9] C. Woelfle-Erskine, J. Cole, Transfiguring the
within the deep past and planetary future [84].                       anthropocene: Stochastic reimaginings of
Moreover, the fields of design and Human-Computer                     humanbeaver worlds, Transgender Studies
Interaction (HCI), have similarly reevaluated their                   Quarterly 2 (2015) 297–316.
anthropocentrist perspectives by exploring more-                 [10] A. R. Gammon, The unsettled places of rewilding,
than-human approaches [85]. Recent design methods                     Interdisciplinary Unsettlings of Place and Space:
engage elements such as solar energy [86], wind [87],                 Conversations, Investigations and Research
soil [88] or the forest [89], where beaver-play can be                (2019) 251–264.
performed to critically evaluate how practices redraw            [11] C. Goetz, Tether and accretions: Fantasy as form
and redraw territory. As cultures arise in and out of                 in videogames, Games and Culture 7 (2012) 419–
play, we encourage further investigations into the role               440.
of play and games in the creation of worlds that go              [12] C. Si, Y. Pisan, C. T. Tan, S. Shen, An initial
beyond the human.                                                     understanding of how game users explore virtual
                                                                      environments, Entertainment Computing 19
                                                                      (2017) 13–27.
8. Conclusion                                                    [13] N. Marquardt, S. Greenberg, Sketchnotes for
                                                                      visual thinking in hci, in: ACM conference on
In this paper we developed the notion of beaver-play                  Human Factors in Computing Systems: CHI
as a mode of playful territorial fluidity with                        Workshop on Visual Thinking and Digital
experimental spatial arrangements. We highlight how                   Imagery, 2012.
beaver-play      can     afford     more-than-human              [14] B. Jonson, Design ideation: the conceptual sketch
engagements such as the intersections of ecosystems                   in the digital age, Design studies 26 (2005) 613–
and territories of a river system. By intertwining                    624.
playing     and      sketching,     more-than-human              [15] M. Sturdee, J. Lindley, Sketching & drawing as
cartographies emerge as a performative practice                       future inquiry in hci, in: Proceedings of the
capable of situating the player as acting within and                  Halfway to the Future Symposium 2019, 2019,
alongside larger-scale environmental processes. As we                 pp. 1–10.
discuss the broader implications of using video games            [16] M. Gamboa, S. Ljungblad, M. Sturdee,
as cartographic, performative spaces, we uncover                      Conversational composites: A method for
disciplinary tensions between game studies,                           illustration layering, in: Proceedings of the
performance art, cartography and design.                              Seventeenth International Conference on




                                                           129
     Tangible, Embedded, and Embodied Interaction,                       steampowered.com/app/1062090/Timberborn
     2023, pp. 1–13.                                                     /.
[17] D. Abram, The spell of the sensuous, CSPA                      [37] 11 bit studios, Frostpunk, 2018. URL:
     Quarterly (2017) 22–24.                                             https://store.st
[18] K. Wilson, A. Law, M. Gaywood, P. Ramsay, N.                        eampowered.com/app/323190/Frostpunk/
     Willby, Beavers: The original engineers of                     [38] Eremite-Games, Against the storm, 2022. URL:
     britain’s fresh waters, British Wildlife 31 (2020)                  http
     403–411.                                                            s://store.steampowered.com/app/1336490/Ag
[19] G. Monbiot, Feral: Searching for enchantment on                     ainst _the_Storm/.
     the frontiers of rewilding, Penguin UK, 2013.                  [39] L. op de Beke, Dark seasonality in videogames, in:
[20] N. Pettorelli, S. M. Durant, J. T. Du Toit, Rewilding,              Changing Seasonality: How Communities are
     Cambridge University Press, 2019.                                   Revising their Seasons, De Gruyter, 2024.
[21] J. Lorimer, C. Driessen, Wild experiments at the               [40] Free-Lives,        Terra      nil,    2023.     URL:
     oostvaardersplassen:                        rethinking              https://store.stea
     environmentalism        in      the anthropocene,                   mpowered.com/app/1593030/Terra_Nil/.
     Transactions of the Institute of British                       [41] Molleindustria,        Lichenia,      2019.     URL:
     Geographers 39 (2014) 169–181.                                      https://mollei ndustria.org/lichenia/.
[22] J. Lorimer, C. Sandom, P. Jepson, C. Doughty, M.               [42] D. Fernández Galeote, M. Rajanen, D. Rajanen, N.-
     Barua, K. J. Kirby, Rewilding: science, practice,                   Z. Legaki, D. J. Langley, J. Hamari, Gamification for
     and politics, Annual Review of Environment and                      climate change engagement: review of corpus
     Resources 40 (2015) 39–62.                                          and future agenda, Environmental Research
[23] E. W. Heter, Transplanting beavers by airplane                      Letters 16 (2021) 063004.
     and parachute, The Journal of Wildlife                         [43] B. J. Abraham, What is an ecological game?, in:
     Management 14 (1950) 143–147.                                       Digital Games After Climate Change, Springer,
[24] E. Gies, Believing in the power of beavers, 2024.                   2022, pp. 61–88.
     URL: https://baynature.org/article/believing-                  [44] M. Bianchi, Inklings and tentacled things:
     in-the -power-of-beavers/.                                          grasping at kinship through video games, Ecozon
[25] M. Modeen, I. Biggs, Creative engagements with                      (a): European Journal of Literature, Culture, and
     ecologies of place: Geopoetics, Deep mapping                        Environment 8 (2017) 136.
     and slow residencies, Routledge, 2020.                         [45] L. May, Confronting ecological monstrosity:
[26] K. Ward, For wilderness or wildness?                                contemporary video game monsters and the
     decolonising rewilding, Rewilding (2019) 34–54.                     climate crisis (2021).
[27] Mossy-Earth, Our strange plan to fully rewild the              [46] O. Kühne, C. Jenal, D. Edler, Landscapes in games:
     river,                  2023.                     URL:              insights and overviews of contingencies between
     https://www.youtube.com/watch?                                      worlds 1, 2 and 3, in: The Social Construction of
     v=ePvAlpAyZI8.                                                      Landscapes in Games, Springer, 2022, pp. 77–87.
[28] R. Hubbard, A revolt of the beavers for our time,              [47] S. Lammes, On the border: Pleasure of
     2018. URL: https://howlround.com/revolt-                            exploration and colonial mastery in civilization
     beavers -our-time.                                                  iii play the world, in: DiGRA’03-Proceedings of
[29] Unknown-Author, A scene from the revolt of the                      the 2003 DiGRA International Conference: Level
     beavers,                 1937.                    URL:              Up, volume 2, 2003.
     https://novaonline.nvcc.edu/el                                 [48] Firaxis-Games,       Civilization,     2016.    URL:
     i/spd130et/beavers.htm.                                             https://stor
[30] Wallflower-Games, Beavers be dammed, 2023.                          e.steampowered.com/app/289070/Sid_Meiers_
     URL:                                                                Civ ilization_VI/.
     https://store.steampowered.com/app/764570/                     [49] O. Kühne, Representations of landscape in the
     Beav ers_Be_Dammed/.                                                strategy game civilization, in: The Social
[31] E. LaPensée, Thunder bird strike, 2017. URL:                        Construction of Landscapes in Games, Springer,
     https: //www.thunderbirdstrike.com.                                 2022, pp. 261– 272.
[32] M. Caracciolo, Animal mayhem games and                         [50] Limbic-Entertainment, Tropico, 2019. URL:
     nonhuman-oriented thinking, GAME STUDIES                            https://
     (COPENHAGEN) 21 (2021).                                             store.steampowered.com/app/492720/Tropico
[33] S. E. Truman, D. B. Shannon, K. Yusoff, Cosmic                      _6/.
     beavers: queer counter-mythologies through                     [51] S. Magnet, Playing at colonization: Interpreting
     speculative songwriting, Angelaki 28 (2023) 84–                     imaginary landscapes in the video game tropico,
     96.                                                                 Journal of communication inquiry 30 (2006)
[34] G. Finlay-Ramsay, Castorocene, 2021. URL: https:                    142– 162.
     //journal.rupert.lt/post-pandemic-                             [52] S. Lammes, Postcolonial playgrounds: Games and
     futures/castoro cene/.                                              postcolonial culture, Eludamos: Journal for
[35] P. J. Crutzen, E. F. Stoermer, The                                  Computer Game Culture 4 (2010) 1–6.
     ‘anthropocene’(2000), Paul J. Crutzen and the                  [53] S. Mukherjee, The playing fields of empire:
     anthropocene: A new epoch in earth’s history                        Empire and spatiality in video games, Journal of
     (2021) 19– 21.                                                      Gaming & Virtual Worlds 7 (2015) 299–315.
[36] Mechanistry,        Timberborn,        2023.      URL:         [54] S. T. Keynes, One more turn: The gamic afterlives
     https://store.                                                      of johnson v m’intosh and digital settler
                                                                         colonialism in sid meier’s civilization vi, in: Law,




                                                              130
     Video Games, Virtual Realities, Routledge, 2023,                   Keystones to Conservation and Sustainable
     pp. 154–171.                                                       Development, Springer, 1997, pp. 11–21.
[55] N. Dyer-Witheford, G. De Peuter, Games of                     [74] L. Harris, H. Hazen, Rethinking maps from a
     empire: Global capitalism and video games, U of                    morethan-human perspective: Nature–society,
     Minnesota Press, 2009.                                             mapping and conservation territories, in:
[56] S. Mukherjee, 6. no cyclones in age of empires:                    Rethinking maps, Routledge, 2011, pp. 68–85.
     Empire, ecology, and video games, in: Ecogames:               [75] B. Greenhough, More-than-human geographies,
     Playful Perspectives on the Climate Crisis,                        The SAGE handbook of human geography (2014)
     Amster dam: Amsterdam University Press, 2024                       94–119.
[57] T. E. Rosenberg, New beginnings and monstrous                 [76] S. Springgay, S. E. Truman, Walking
     births: notes towards an appreciation of                           methodologies in a more-than-human world:
     ideational drawing (2008).                                         WalkingLab, Routledge, 2017.
[58] P. Yurman, Fluid speculations: Drawing artefacts              [77] R. W. Emerson, Nature, addresses, and lectures,
     in watercolour as experimentation in research                      volume 1, Harvard University Press, 1971.
     through design, in: Creativity and Cognition,                 [78] A.    Y.    Chang,    Think     galactically,    act
     2021, pp. 1–1                                                      microscopically?: The science of scale in video
[59] D. A. Schön, The reflective practitioner: How                      games, in: Sustainable Media, Routledge, 2016,
     professionals think in action, Routledge, 2017.                    pp. 215–231.
[60] N. Gansterer, Drawing a hypothesis: figures of                [79] J. Arjoranta, Playing the nonhuman: Alien
     thought, Springer, 2011.                                           experiences in aliens vs. predator, in:
[61] M. Lewis, M. Sturdee, M. Gamboa, D. Lengyel,                       Reconfiguring      human,       nonhuman        and
     Doodle away: an autoethnographic exploration                       posthuman in literature and culture, Routledge,
     of doodling as a strategy for self-control strength                2019, pp. 108–124.
     in online spaces, in: Extended Abstracts of the               [80] R. Loban, T. Apperley, Eurocentric values at play:
     2023 CHI Conference on Human Factors in                            Modding the colonial from the indigenous
     Computing Systems, 2023, pp. 1–13.                                 perspective, Video games and the global south
[62] N. Koulidou, J. Wallace, M. Sturdee, A. Durrant,                   (2019) 87–99.
     Drawing on experiences of self: Dialogical                    [81] S. Lammes, S. de Smale, et al., Hybridity,
     sketching, in: Proceedings of the 2020 ACM                         reflexivity & mapping: A collaborative
     Designing Interactive Systems Conference, 2020,                    ethnography of postcolonial gameplay, Open
     pp. 255–267.                                                       Library of Humanities 4 (2018) 1–31.
[63] M. Gamboa, Conversations with myself:                         [82] E. Leane, C. Philpott, M. Delbridge, Performing
     Sketching workshop experiences in design                           ice: Histories, theories, contexts, Performing Ice
     epistemology, in: Proceedings of the 14th                          (2020) 1–25.
     Conference on Creativity and Cognition, 2022,                 [83] M. Bastian, O. Jones, N. Moore, E. Roe,
     pp. 71–82.                                                         Participatory research in more-than-human
[64] M. Gamboa, M. J. Heron, M. Sturdee, P. H. Belford,                 worlds, Taylor & Francis, 2016.
     Screenshots as photography in gamescapes: An                  [84] D. Farrier, Anthropocene poetics: Deep time,
     annotated psychogeography of imaginary places,                     sacrifice zones, and extinction, volume 50, U of
     in: Proceedings of the 15th Conference on                          Minnesota Press, 2019.
     Creativity and Cognition, 2023, pp. 506–518.                  [85] R. Wakkary, Things we could design: For more
[65] T. Apperley, Counterfactual communities:                           than human-centered worlds, MIT press, 2021.
     Strategy games, paratexts and the player’s                    [86] A. Mackey, M. V. De La Guarda, O. Tomico, R.
     experience of history, Open Library of                             Wakkary, T. Nachtigall, M. De Waal, Becoming
     Humanities 4 (2018).                                               solar:         towards          more-than-human
[66] S. Mukherjee, Videogames as “minor literature”:                    understandings of solar energy, Temes de
     reading videogame stories through paratexts,                       Disseny 2023 (2023) 248–268.
     Gramma: Journal of Theory and Criticism 23                    [87] S. Ossevoort, M. Bruns, Embodying wind through
     (2016) 60–75.                                                      flare: How natural phenomena can contribute to
[67] J. Juul, The art of failure: An essay on the pain of               enriching the design of interactive systems, in:
     playing video games, MIT press, 2013.                              Proceedings of the Seventeenth International
[68] J. Gill, Beaver Instinct, Ph.D. thesis, google, 2011.              Conference on Tangible, Embedded, and
[69] A. Clarkson, Becoming with beaver: Co-creative                     Embodied Interaction, 2023, pp. 1–11.
     ecology in bamff estate, Reforesting Scotland 59              [88] A. P. Rosén, Relating to soil: Chromatography as
     (2019) 16–17.                                                      a tool for environmental engagement, in:
[70] A. A. Mol, A. Politopoulos, S. Lammes, On being                    Designing Interactive Systems Conference, 2022,
     stuck in sid meier’s civilization: The promise of                  pp. 1640–1653.
     freedom in historical games (2023).                           [89] F. Altarriba Bertran, O. Buruk, V. Spors, J. Hamari,
[71] D. Graeber, D. Wengrow, The dawn of everything:                    Playful inspiration for a new wave of joyful forest
     A new history of humanity, Penguin UK, 2021.                       technology, in: Proceedings of the 2023 ACM
[72] L. op de Beke, Anthropocene temporality in gaia                    Designing Interactive Systems Conference, 2023,
     games, KronoScope 20 (2020) 239–259.                               pp. 1886–1903.
[73] S. Woodley, Science and protected area
     management: an ecosystem-based perspective,
     in: National Parks and Protected Areas:




                                                             131