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Climate education through online narrative games

The importance of innovation, integration, interaction and intervention

Dados Bibliográficos

ID12526327
AutoresLynda Dunlop (0000-0002-0936-8149, University of York, autor correspondente), Emma Nuttall (University of Salford), Zoyander Street (0000-0001-8707-857X, Fellow of the Imaginary College, Arizona State University Center for Science and the Imagination), Toki Allison (Megaverse), Ben Carlin (Megaverse), John Ingle (Megaverse), Maria Turkenburg‐van Diepen (0000-0002-2841-3339, University of York)
Ano2025
Páginas1-19
Data de publicação2025-08-04
Open AccessNão
TipoARTICLE
PeriódicoEnvironmental Education Research (JOURNAL)
Identificadores do periódicoISSN: 1350-4622 • E-ISSN: 1469-5871
EditoraTaylor & Francis (PUBLISHER • GB)
DOI10.1080/13504622.2025.2539476
OpenAlexW4412886235
IdiomaEN
Citações recebidas1
Referências citadas26

There is growing attention to the role of narrative in climate change education and communication. Storytelling is accessible and engaging, and can generate climate conversations. This study reports on an online narrative video game (Game Changers) designed to generate conversations on topics related to climate change using the convergence of live theatre and games using a novel ‘choose our own adventure’ mechanic. Drawing on analysis of observations of two livestream broadcasts, online chat comments from 128 players and a post-game questionnaire completed by 42 players, we identify four design features that produced climate education-related behaviours. Intervention through choices in the game world enabled agency and the exploration of different futures. Integration of climate change in the plot, characters and scenery enabled an aesthetic experience, critique of corporate power and learning about related concepts such as greenwashing. Interaction between peers and with characters enabled social pleasure through play, climate conversations and learning. Innovation in format, technology and storytelling engaged audiences positively with climate change. Future live game experiences might build bridges between the game world and real world by holding more extended spaces for players to negotiate decisions, and drawing on the expertise of climate activists to strengthen improvisational moments

Environmental education · Intervention (counseling · Narrative · Pedagogy · Political science · Public relations · Sociology · Teaching method · Technology integration · Child Development and Digital Technology · Educational Games and Gamification · Impact of Technology on Adolescents · Psychology

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    Open Access•Tarlan Ahmadov, Ayaz Karimov et al.•Interactive Learning Environments•2025

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    Open Access•Daniel Fernández Galeote, Mikko Rajanen et al.•Environmental Research Letters•2021

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    Open Access•Joe Cutting, Sebastian Deterding•Human-Computer Interaction•2022

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    Open Access•Dillon, Claire Craig•Wiley Interdisciplinary Reviews…•2022

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    Lynda Dunlop, Lucy Atkinson et al.•Children s Geographies•2020

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    Tania Ouariachi, María‐Dolores Olvera‐Lobo et al.•Environmental Education Research•2018

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  • Youth activism and education across contexts

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  • It feels like a parallel universe.” Worldbuilding through climate action

    Open Access•Lynda Dunlop, Zoyander Street et al.•Social movement studies•2024

Citações por ano1
Intervalo de citações2025 - 2025 (1)
Altamente citadoNão

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