Abstract
This article makes use of Frederick Turner’s Frontier Theory to examine how the video games Red Dead Redemption 2 and Valheim portray digital nature and shape identity within virtual spaces. The study places this analysis within a historiographical framework, exploring how developers reimagine the frontier concept, originally linked to American expansion, in digital environment. These virtual spaces address global issues of territorial expansion, resource management, and social bonding through gameplay, reflecting universal concerns about humanity’s interaction with nature. Red Dead Redemption 2 engages players with ethical dilemmas about resource use and human encroachment, while Valheim fosters collective identity and adaptability within procedurally generated landscapes. By highlighting the cultural and ecological awareness that video games encourage, this research underscores their value as platforms for cultural reflection and environmental education, demonstrating the impact of digital nature on players’ perception of the natural world.
References
Bazzi, S., Fiszbein, M., & Gebresilasse, M. (2020). Frontier Culture: The Roots and Persistence of “Rugged Individualism” in the United States. Econometrica, 88(6), 2329–2368. https://doi.org/10.3982/ECTA16484
Bogue, A. G. (1994). Frederick Jackson Turner Reconsidered. The History Teacher, 27(2), 195–221. https://doi.org/10.2307/494720
Brent, E. (1996). Electronic Communication and Sociology: Looking Backward, Thinking Ahead, Careening toward the Next Millennium. The American Sociologist, 27(1), 4–10.
Carveth, R., & Metz, J. (1996). Frederick Jackson Turner and the Democratization of the Electronic Frontier. The American Sociologist, 27(1), 72–90.
Chang, A., & Parham, J. (2017). Green Computer and Video Games: An Introduction. Ecozon@: European Journal of Literature, Culture and Environment, 8(2), 1–17. https://doi.org/10.37536/ECOZONA.2017.8.2.1829
Coroller, S., & Flinois, C. (2023). Video games as a tool for ecological learning: The case of Animal Crossing. Ecosphere, 14(3), e4463. https://doi.org/10.1002/ecs2.4463
Donald, I., & Reid, A. (2020). The wild west: Accuracy, authenticity and gameplay in red dead redemption 2. Media Education Journal, 66, 15–23.
Dovbysh, E. G. (2016). Electronic frontier as a metaphor. Journal of Frontier Studies, 1, 100–115.
Foucault, M. (1986). Of Other Spaces. Diacritics, 16(1), 22–27. https://doi.org/10.2307/464648
Hemenover, S. H., & Bowman, N. D. (2018). Video games, emotion, and emotion regulation: Expanding the scope. Annals of the International Communication Association, 42(2), 125–143. https://doi.org/10.1080/23808985.2018.1442239
Horbiński, T., & Zagata, K. (2021). Map Symbols in Video Games: The Example of “Valheim.” KN - Journal of Cartography and Geographic Information, 71(4), 269–283. https://doi.org/10.1007/s42489-021-00085-0
McMahan, R. P., Alon, A. J. D., Lazem, S., Beaton, R. J., Machaj, D., Schaefer, M., Silva, M. G., Leal, A., Hagan, R., & Bowman, D. A. (2010). Evaluating natural interaction techniques in video games. 2010 IEEE Symposium on 3D User Interfaces (3DUI), 11–14. https://doi.org/10.1109/3DUI.2010.5444727
Nash, G. D. (1980). The Census of 1890 and the Closing of the Frontier. The Pacific Northwest Quarterly, 71(3), 98–100.
Navarro-Remesal, V. (2019). Pixelated nature: Ecocriticism, animals, moral consideration, and degrowth in videogames. Logos, 26(2), 13–26. https://doi.org/10.12957/logos.2019.46108
Pergams, O. R. W., & Zaradic, P. A. (2006). Is love of nature in the US becoming love of electronic media? 16-year downtrend in national park visits explained by watching movies, playing video games, internet use, and oil prices. Journal of Environmental Management, 80(4), 387–393. https://doi.org/10.1016/j.jenvman.2006.02.001
Pierson, G. W. (1942). The Frontier and American Institutions a Criticism of the Turner Theory. The New England Quarterly, 15(2), 224. https://doi.org/10.2307/360525
Shinkle, E. (2020). Of Particle Systems and Picturesque Ontologies: Landscape, Nature, and Realism in Video Games. Art Journal, 79(2), 59–67. https://doi.org/10.1080/00043249.2020.1765556
Slotkin, R. (1981). Nostalgia and Progress: Theodore Roosevelt’s Myth of the Frontier. American Quarterly, 33(5), 608. https://doi.org/10.2307/2712805
Turner, F. J. (1928). The Frontier in American History. Henry Holt and Company.
Ulrich, P., & Troitskiy, S. A. (2025). The Complexity of “Borders”: Research Agendas, Terminology and Classifications. Translation from Russian. Journal of Frontier Studies, 10(4), 13–30. https://doi.org/10.46539/jfs.v10i4.802
Ventomäki, H. (2022). Representation of nature in Red Dead Redemption 2 [Master Thesis]. University of Oulu.
Wessbo, S., Björk, H., & Mellberg, E. (2023). Human vs Environment: An Ecolinguistic Analysis of the Game Valheim from a Didactic Perspective. Confero: Essays on Education, Philosophy and Politics, 9(1), 102–125. https://doi.org/10.3384/confero.2001-4562.231212
Yakushenkov, S. N. (2017). Gloomy clouds cover the border—The stern land is enveloped in silence. Part II. Journal of Frontier Studies, 1, 8–36.
Yakushenkov, S. N., & Yakushenkova, O. S. (2025). “Power of the Land”: The Formation of New Otherness under Frontier Conditions. Translation from Russian. Journal of Frontier Studies, 10(4), 31–42. https://doi.org/10.46539/jfs.v10i4.803
Yen, A. C. (2002). Western Frontier or Feudal Society?: Metaphors and Perceptions of Cyberspace. Berkeley Technology Law Journal, 17, 1207–1263.

This work is licensed under a Creative Commons Attribution 4.0 International License.

