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A framework for climate change engagement through video games

Authors :
José Gutiérrez-Pérez
María-Dolores Olvera-Lobo
Edward Maibach
Tania Ouariachi
Communication, Behaviour & Sustainable Society
Source :
Environmental Education Research, 25(5), 701-716. Taylor & Francis, Digibug. Repositorio Institucional de la Universidad de Granada, instname
Publication Year :
2019

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 semistructured 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.

Details

Language :
English
ISSN :
13504622
Database :
OpenAIRE
Journal :
Environmental Education Research, 25(5), 701-716. Taylor & Francis, Digibug. Repositorio Institucional de la Universidad de Granada, instname
Accession number :
edsair.doi.dedup.....602d669a8392e4e4f36af335e8d1bec2