Games in Socioenvironmental Research
Bibliographic Data
| ID | 3775409 |
|---|---|
| Authors | Nikolaos Yiannakoulias (0000-0003-3443-1071, McMaster University, corresponding author), Niko Yiannakoulias |
| Year | 2022 |
| Volume | 112 |
| Issue | 5 |
| Pages | 1207-1223 |
| Publication date | 2022-07-04 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Annals of the American Association of Geographers (JOURNAL) |
| Journal identifiers | ISSN: 2469-4452 • E-ISSN: 2469-4460 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/24694452.2021.1977107 |
| OpenAlex | W3213790789 |
| Language | EN |
| References cited | 104 |
In recent years, games have emerged to offer new opportunities for studying socioenvironmental systems, and online games in particular offer a low-cost option for collecting rich data from diverse populations. Compared to the now well-established popularity of education games, research games remain uncommon outside of economics and social psychology; however, the emergence of technology that makes the development and deployment of games easier creates opportunities for new research communities. The following discussion has three specific objectives. The first is to introduce the reader to nonentertainment games applied to socioenvironmental topics. The second is to pose and address key practical questions that reveal both the unique research opportunities that games provide and some of the challenges to any future applications in socioenvironmental research. The third is to briefly discuss some new topics in which games can contribute to future socioenvironmental research. Although games will never replace existing data collection modalities, they offer an alternative that may be well-suited to the study of environmental conflict and nonuse values of environmental goods
Environmental planning · Geography · Political science · Sociology · Environmental Education and Sustainability
Stabilizing the Earth’s climate is not a losing game
Field Experiments
The physiological effects of Shinrin-yoku (taking in the forest atmosphere or forest bathing)
Immersive Virtual Reality Field Trips Facilitate Learning About Climate Change
A definition for gamification
Constructivist and Ecological Rationality in Economics
Reputation helps solve the ‘tragedy of the commons’
A review of immersive virtual reality serious games to enhance learning and training
Inequality, communication, and the avoidance of disastrous climate change in a public goods game
Gender and Culture
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
In Search of Homo Economicus
What Experimental Protocol Influence Disparities Between Actual and Hypothetical Stated Values?
Children's altruistic behavior in the dictator game
The collective-risk social dilemma and the prevention of simulated dangerous climate change
Z-Tree
From game design elements to gamefulness
Estimating the reproducibility of psychological science
Title unavailable
A framework for vulnerability analysis in sustainability science
Sustainability Science
CO2peration – Structuring a 3D interactive digital game to improve climate literacy in the 12-13-year-old age group
Response Speed and Response Consistency as Mutually Validating Indicators of Data Quality in Online Samples
How Games Move Us
The Warcraft Civilization
Persuasive Games
Not so gameful
Game theory and climate diplomacy
The contingent valuation method
Gaming for Earth
Encountering climate change
Wind farms
Local response to global uncertainty
What is a Game
Rational Cooperation in the Finitely Repeated Prisoner's Dilemma
A multiscale gaming approach to understand farmer's decision making in the boom of maize cultivation in Laos
What Do Laboratory Experiments Measuring Social Preferences Reveal About the Real World
Learning cultural heritage by serious games
Can Serious Games Contribute to Developing and Sustaining 21st Century Skills
Games for Persuasion
The Proteus Effect
| Citation velocity | historical |
|---|---|
| Highly cited | No |