A framework for climate change engagement through video games

Tania Ouariachi , María Dolores Olvera-Lobo, José Gutiérrez Pérez, Edward Maibach

Research output: Contribution to journalArticleAcademicpeer-review

Abstract

Video games have the potential to educate and engage people—especially young people—in climate change and energy issues by facilitating the development of helpful thoughts, feelings, and actions. The objective of the present article is to propose a set of game attributes that could maximise the cognitive, emotional, and behavioural engagement of players, and lay the foundations for future work. We have used semi-structured interviews with experts to identify a set of game attributes and a group discussion with teenagers to validate them. By applying grounded theory in our analysis of the experts’ responses, we have developed a framework for climate change engagement through serious games. It consists of 15 key attributes that we have classified in three dimensions: cognitive, emotional, and behavioural. Literature review drawn on sources in social psychology, communication and education has contributed to further explain and justify the inclusion of each of the attributes.
Original languageEnglish
JournalEnvironmental education research
DOIs
Publication statusPublished - 28 Dec 2018

Keywords

  • games
  • sustainability
  • climate change
  • design
  • serious games

Cite this

Ouariachi , Tania ; Olvera-Lobo, María Dolores ; Gutiérrez Pérez, José ; Maibach, Edward. / A framework for climate change engagement through video games. In: Environmental education research. 2018.
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A framework for climate change engagement through video games. / Ouariachi , Tania; Olvera-Lobo, María Dolores; Gutiérrez Pérez, José; Maibach, Edward.

In: Environmental education research, 28.12.2018.

Research output: Contribution to journalArticleAcademicpeer-review

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