# Exploring Critical Environmental Media Art Through the Digital Nostalgia of Millennials and Gen Z

(Korean title: MZ세대의 디지털 노스탤지아를 기반으로 한 환경 문제 비판 미디어아트 창작 가능성 연구)

- Authors: 배준형, 도예린
- Venue: Korean Society of Media Arts Contents Plus, Vol. 23, No. 6, pp. 69-91
- Year: 2025
- Type: Journal Paper
- PDF: https://drive.google.com/file/d/1-K8u5LwO09vFdhChtldg6QUme8YZiNzz/view?usp=drive_link
- Keywords: digital nostalgia, environmental issues, media art, Generation MZ, critical art
- Page: https://joonhyungbae.com/publication/digital-nostalgia-environmental-media-art-2025

## In one sentence

Practice-based study of the immersive media artwork <Dear Passenger, Please Wear Face Mask>, which uses Millennial/Gen Z digital nostalgia (browser games, CD-ROM edutainment) to critique air-travel pollution.

MZ세대의 디지털 노스탤지어(브라우저 게임·CD-ROM 에듀테인먼트)를 빌려 항공 여행의 환경 오염을 풍자하는 몰입형 미디어아트 〈승객 여러분, 마스크를 착용해 주세요〉의 창작 연구.

## Abstract

This study seeks to create an immersive form of media artwork that addresses the environmental pollution caused by air travel through a satirical and fantastical narrative, while integrating the "digital nostalgia" shared by the MZ generation. Drawing on the aesthetic and interactive elements of early digital experiences—such as the browser games and CD-ROM edutainment popular among this generation—these features were incorporated into a work entitled <Dear Passenger, Please Wear Face Mask>. The piece recreates an airplane cabin in the exhibition space and employs point-and-click gameplay, puzzles, and text-based storytelling to prompt viewers to reconsider the environmental implications of air travel. Playtest results indicate that the retro-style graphics, audio, and fantastical direction foster a high sense of immersion and raise awareness of carbon emissions from the aviation sector. However, some visitors found the simulated in-flight entertainment system unintuitive, and the fixed narrative path allowed for limited freedom, reducing their motivation to engage in "replay" or "re-visitation" activities. Furthermore, the absence of follow-up programs to encourage ongoing environmental engagement meant the experience remained largely a one-off event.

(Source: Korean Society of Media Arts Contents Plus (English abstract from the published PDF))

## When this paper is relevant

- You need case studies of critical environmental media art or game art / 환경 문제를 다루는 비판적 미디어아트·게임아트의 사례가 필요할 때
- You study retro / digital-nostalgia aesthetics as an engagement device / 레트로·디지털 노스탤지어 미학을 관객 몰입 장치로 쓰는 방법을 연구할 때
- You want playtest findings and limits (replay motivation, one-off experience) of an exhibited point-and-click game / 전시형 포인트앤클릭 게임의 플레이테스트 결과와 한계(재방문 동기, 일회성 체험)를 참고할 때

## Related

- Immersive fantasy based on digital nostalgia: Environmental narratives for Korea's millennials and Gen Z (2025): https://joonhyungbae.com/papers/immersive-fantasy-digital-nostalgia-2025.md

## How to cite

배준형, 도예린 (2025). Exploring Critical Environmental Media Art Through the Digital Nostalgia of Millennials and Gen Z. Korean Society of Media Arts Contents Plus, Vol. 23, No. 6, pp. 69-91. https://www.kci.go.kr/kciportal/ci/sereArticleSearch/ciSereArtiView.kci?sereArticleSearchBean.artiId=ART003264156

```bibtex
@article{Bae2025digital,
  title = {Exploring Critical Environmental Media Art Through the Digital Nostalgia of Millennials and Gen Z},
  author = {배준형 and 도예린},
  journal = {Korean Society of Media Arts Contents Plus, Vol. 23, No. 6, pp. 69-91},
  year = {2025},
  url = {https://www.kci.go.kr/kciportal/ci/sereArticleSearch/ciSereArtiView.kci?sereArticleSearchBean.artiId=ART003264156}
}
```
