Climate education through online narrative games
The importance of innovation, integration, interaction and intervention
Bibliographic Data
| ID | 12526327 |
|---|---|
| Authors | Lynda Dunlop (0000-0002-0936-8149, University of York, corresponding author), 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) |
| Year | 2025 |
| Pages | 1-19 |
| Publication date | 2025-08-04 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Environmental Education Research (JOURNAL) |
| Journal identifiers | ISSN: 1350-4622 • E-ISSN: 1469-5871 |
| Publisher | Taylor & Francis (PUBLISHER • GB) |
| DOI | 10.1080/13504622.2025.2539476 |
| OpenAlex | W4412886235 |
| Language | EN |
| Citations received | 1 |
| References cited | 26 |
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
Research Methods in Education
Ipcc, 2023
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| Unique citing works | 1 |
|---|---|
| Citations per year | 1 |
| Citation span | 2025 - 2025 (1) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 1 |