“If There Isn’t Something I Can *Do* out Here, I’m Going to Lose My Mind”: Confrontational Coziness and Degrowth in Wanderstop

In Ivy Road’s new game Wanderstop (March 2025), the player character is so burned out from their lifetime as a workaholic warrior that they find themselves trapped and forced to serve tea in a charming, purgatorial teashop until they finally learn how to rest and recover. This article analyzes the game through its two core verbs—wander and stop—both of which the player first resists and then eventually accepts. With wander, the game forces the player into a jarring experience of presence, using a defamiliarization technique I term ‘confrontational coziness’—an experience of safety, abundance, and softness taken to such an extreme it becomes uncomfortable. With stop, the game uses ideas from the anti-capitalist philosophy of degrowth to engage the player in the challenge of not doing rather than doing.

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Publication Details

Journal
Humanities
Published
2025-12-31
DOI
https://doi.org/10.3390/h15010008
Primary Topic
Posthumanist Ethics and Activism
Type
article
Field-Weighted Citation Impact
0.00
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article

“If There Isn’t Something I Can *Do* out Here, I’m Going to Lose My Mind”: Confrontational Coziness and Degrowth in Wanderstop

Melissa Kagen
Humanities
Posthumanist Ethics and Activism
article

“If There Isn’t Something I Can *Do* out Here, I’m Going to Lose My Mind”: Confrontational Coziness and Degrowth in Wanderstop

Melissa Kagen
article en

Abstract

In Ivy Road’s new game Wanderstop (March 2025), the player character is so burned out from their lifetime as a workaholic warrior that they find themselves trapped and forced to serve tea in a charming, purgatorial teashop until they finally learn how to rest and recover. This article analyzes the game through its two core verbs—wander and stop—both of which the player first resists and then eventually accepts. With wander, the game forces the player into a jarring experience of presence, using a defamiliarization technique I term ‘confrontational coziness’—an experience of safety, abundance, and softness taken to such an extreme it becomes uncomfortable. With stop, the game uses ideas from the anti-capitalist philosophy of degrowth to engage the player in the challenge of not doing rather than doing.

HumanitiesVol. 15(1)
Worcester Polytechnic Institute (US)
Openalex Percentile: Top 20%
Posthumanist Ethics and Activism
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