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 language | English |
|---|---|
| Pages (from-to) | 701-716 |
| Journal | Environmental Education Research |
| Volume | 25 |
| Issue number | 5 |
| DOIs | |
| Publication status | Published - 2019 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 07 Affordable and Clean Energy
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SDG 09 Industry, Innovation, and Infrastructure
Keywords
- games
- sustainability
- climate change
- design
- serious games
Research Focus Areas Hanze University of Applied Sciences * (mandatory by Hanze)
- Energy
Publinova themes
- ICT and Media
- People and Society
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