Abstract
There is an urgent need to curb emissions and mitigate climate change, and this fight requires a change in teenagers’ attitudes. In search of new approaches targeting youth, online games are seen as a promising tool for communication and education. Using the serious game 2020 Energy as a case study, the main objective of this paper is to examine the influence of the game on Spanish and American teenagers’ attitudes (N = 108), employing a pretest-posttest design with an experimental condition (playing the game) and a control condition (not playing the game). Results show that there have not been statistically significant differences after playing the game, although when looking closer at each factor, some positive consequences can be found.
| Original language | English |
|---|---|
| Pages (from-to) | 365-395 |
| Journal | Psyecology: revista bilingüe de psicología ambiental / Bilingual journal of environmental psychology |
| Volume | 9 |
| Issue number | 3 |
| DOIs | |
| Publication status | Published - 10 Sept 2018 |
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
- climate change
- video 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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