Can serious games help to mitigate climate change? Exploring their influence on Spanish and American teenagers’ attitudes / ¿Pueden los serious games ayudar a mitigar el cambio climático? Una exploración de su influencia sobre las actitudes de los adolescentes españoles y estadounidenses

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

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Uittreksel

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.
Originele taal-2English
Pagina's (van-tot)365-395
TijdschriftPsyecology: revista bilingüe de psicología ambiental / Bilingual journal of environmental psychology
Volume9
Nummer van het tijdschrift3
DOI's
StatusPublished - 10 sep 2018

Vingerafdruk

Climate Change
Hispanic Americans
targeting
education
communication
climate change
energy
Research Design
Communication
Education
youth

Keywords

  • klimaatverandering
  • videospellen
  • jeugd

Citeer dit

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title = "Can serious games help to mitigate climate change? Exploring their influence on Spanish and American teenagers’ attitudes / ¿Pueden los serious games ayudar a mitigar el cambio clim{\'a}tico? Una exploraci{\'o}n de su influencia sobre las actitudes de los adolescentes espa{\~n}oles y estadounidenses",
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.",
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author = "Tania Ouariachi and {Guti{\'e}rrez P{\'e}rez}, Jos{\'e} and Olvera-Lobo, {Mar{\'i}a Dolores}",
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