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Climate change (CC) is an increasing societal concern for many countries around the world, and yet international negotiations continue to make slow progress. CC is an issue that is proving difficult to address using traditional approaches to information provision and education. This article reviews the development of climate and CC games and simulations in recent years as an alternative and novel way of addressing CC issues and communicating with decision makers. It gives an overview of published CC games and analyses a selection of 52 sophisticated CC games in detail. The results allow comparisons of the temporal development of climate games, actors involved in CC game development, game formats, and game subjects. Many climate games appeared around the time of the UN climate negotiations in Copenhagen in 2009, with an increasing number of commercial game developers entering the field. Role-play and management games dominate the scene, but we see a rapid increase in the number of online games or games with an online component. Both local and global mitigation issues are frequently addressed and as yet few games focus on adaptation to CC.
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ms23_f_Reckien_Climate-change-gaming-on-board
Final version sent 18 July 12
5134 words (including title, abstract, acknowledgements, funding, and conflict of interest) + 6
half-page figs + appendix of approx. three and a half pages.
Reckien, D. & Eisenack, K.
Climate change gaming on board and screen reviewed
Diana Reckien
E-mail: dianareckien@columbia.edu
Alternate e-mail: reckien@pik-potsdam.de
Affiliation: Columbia University
Address: Center for Research on Environmental Decisions, Columbia University
406 Schermerhorn Hall MC5501, 1190 Amsterdam Ave, New York, NY 10027, USA
Tel: +1-212-854-8780
Fax: +1-212-854-3609
Klaus Eisenack
E-mail: klaus.eisenack@uni-oldenburg.de
Alternate e-mail: /
Affiliation: Carl von Ossietzky University Oldenburg, Germany.
Address: Department of Economics, Carl von Ossietzky University, 26111 Oldenburg, DE
Tel: +49-(0)441-798-4518
Fax: +49-(0)441-798-4116
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ms_23_f_Reckien_Climate-change-gaming-on-board
Climate change gaming on board and screen reviewed
Diana Reckien
Columbia University, United States
Klaus Eisenack
Carl-von Ossietzky University, Oldenburg
Abstract
Climate change is an increasing societal concern for many countries around the world and, as
international negotiations continue to make slow progress, is an issue that is proving difficult to
address using traditional approaches to information provision and education. This paper reviews
the development of climate and climate change games and simulations in recent years as an
alternative and novel way of addressing climate change issues and communicating with decision-
makers. It gives an overview of published climate change games and analyses a selection of 52
sophisticated climate change games in detail. The results allow comparisons of the temporal
development of climate games, actors involved in climate change game development, game
formats and game subjects. Many climate games appeared around the time of the UN climate
negotiations in Copenhagen in 2009, with an increasing number of commercial game developers
entering the field. Role play and management games dominate the scene, but there is a rapid
increase in the number of online games or games with an online component. Both local and
global mitigation issues are frequently addressed and as yet few games focus on adaptation to
climate change.
Keywords:
climate change, climate games, gaming, simulation, adaptation, mitigation
There is an urgent need to address the causes of climate change and prepare for climatic and
environmental consequences (IPCC 2007, see also the editorial in this issue). As international
negotiations make apparently slow progress and regional initiatives have limited geographical
reach, there is an urgent need for parallel initiatives to promote behavioral change by individuals
and to educate the public. Novel methods and innovative approaches, such as simulation and
gaming, are being explored as political solutions seem ever more remote. The public has to be
made acquainted with the underlying processes of climate change, with its causes and
consequences (i.e. social, natural, economic and geopolitical impacts), as well as with possible
responses and management options. The translation of scientific results into a common language
that can be understood by the lay public is therefore of utmost importance.
In this context, it is understandable that there is increasing interest in the use of simulation and
gaming (S/G) for the exploration of climate and climate change issues. S/G is an innovative and
unconventional method that fosters learning, particularly in complex, highly interactive or multi-
stakeholder environments. S/G facilitates understanding across disciplines, which is applicable
to various research fields and problems (Crookall, 2010). In view of these advantages it is not
surprising that S/G is being used to help address a wide range of complex human-nature
interactions, including climate change. This is not a new phenomenon. More than a decade ago
Ulrich (1997) compiled a collection of simulation games that broadly addressed environmental
and sustainability issues. In 2007, Barreteau, Le Page, and Perez (2007) co-edited a special issue
on ‘Simulation and Gaming in Natural Resource Management’ in the journal Simulation &
Gaming. More recently, Al Gore’s Climate Reality Project has encouraged the design and
development of creative games that convey messages on how to deal with climate change
(PSFK, 2011). Lack of understanding and communication across disciplines are increasingly
recognized as an impediment to the study of human-nature interactions and the sustainable
management of natural resources. Many environmental and resource problems involve aspects
of collective choice, where there is a basic tension between cooperation and defection (e.g.,
Ostrom, 1990). There is increasing interest in the potential of S/G as an aid to decision making
in these contexts.
In the editorial of the 40th Anniversary Symposium of Simulation and Gaming, Crookall
describes the field of S/G as comprising of “an array of methods, knowledge, practices, and
theories, such as simulation, gaming, serious game, computer simulation, computerized
simulation, modeling, agent-based modeling, virtual reality, virtual world, experiential learning,
game theory, role play, case study and debriefing(Crookall, 2010, p. 899). The same diversity
of approaches characterizes research on climate change and its various relations to the
environment and society. Therefore, when looking at climate change and S/G today, we can
expect to find a broad spectrum of applications, with games differing in thematic outlook,
thematic depth, methodological format, target groups, type and motivation of game development.
This review addresses climate games and climate change games in particular. To our
knowledge, it is the first comprehensive, structured collection and analysis of climate/climate
change gaming. The terms climate games and climate change games are used interchangeably,
since in fact climate games are often developed to illuminate aspects of climate change. The
paper has three objectives:
(1) To enlarge the knowledge base about climate games in general,
(2) To structure the wide range of climate/climate change gaming applications available and
introduce representative examples,
(3) To analyze a selection of more sophisticated games in detail.
The review is divided into four parts. Following this introduction, the next section defines
key terms and outlines the methodology underpinning this review. The third section presents an
overview of climate games in general, and provides a detailed analysis of a selection of 52 more
sophisticated climate games. It looks at a number of aspects, including the development of
climate change gaming over time, actors involved in game development, target groups, formats
and thematic foci. The concluding section discusses the results and the potential of climate
games for communication and learning. An Appendix contains references to all games selected
for detailed review.
1 Definitions and Methodology
Climate games, climate change games, or global warming games belong to the genre of “serious
games”. The notion of serious games can be traced back to Abt (1970). He used the term for
games which are entertaining and used in both education and learning. Another source describes
serious games as a method to simulate and explore real life issues and to educate players in an
interactive environment (Houston Advanced Research Center, n.d.). Those descriptions of
serious games are not uncontested and there has been much argument about how the terminology
should be applied in S/G science (see, e.g., Crookall, 2010). While there is general agreement
that serious games provide education to deal with real-life issues, some apply the term in a more
limited way to “computerized S/G for training and learning” only (Crookall, 2010, p. 905). In
practice, the term “serious game” is mostly used for digital games whose purpose exceeds pure
entertainment. In this context it is also relevant to note that games are distinguished from
simulations by the existence of goals. Goals are central to games and not existent as such in
simulations (Egenfeldt-Nielsen, 2003, p. 2). This review looks at games on climate and climate
change in both computerized and traditional formats.
To achieve the aims of this paper, we conducted a two step analysis. The first step was a
general web-based review, the second a detailed analysis of a selection of the climate games
found in the first step. The selection describes the situation as of August 2011. Both analytical
steps are described in more detail hereafter.
STEP I consisted of an internet search for games with both the English keywords “climate”
and “game” and the German keywords “Klima” and “Spiel”. We performed an ad hoc analysis
of the formats of the games found, their degree of sophistication, the organizations that
developed them, and their target audiences. The results allowed for a refinement of our concept
of climate games and the selection of games for more detailed analysis.
In STEP II, we selected those games that matched a more narrow definition of climate games,
i.e. in which climate change is at the center of the storyline, and excluded those where climate
change was a minor additional aspect. At this stage we also excluded applications that were
called “game” by their publisher(s) or reviewer(s), but that did not match our definition of game
given above. Specifically, we excluded applications that did not set goals for the players, e.g.,
CO2 calculators. Games also differed in the degree of involvement of the player(s) and those
with a very limited level of interaction were excluded. Examples of this were applications that
merely allow the visualization and demonstration of scientific simulations or calculations (e.g.,
CLIMATE MOMENTUM SIMULATION, where the only possible activity of the player
consists in moving a slider). Applications that were very simple in content, e.g., quizzes or
games with a limited storyline, were likewise ruled out. Additionally, online/computer games
with a poor quality technical realization were excluded, although it is worth noting that a
substantial number of such applications are available. In contrast, so-called simulations with a
pronounced interactive and therefore game-like character were accepted.
The analysis categorized the games with respect to a number of characteristics:
Year of appearance or first publication: For most games it was possible to determine the
year of first publication, though not for all. For a small number of the selected games
either the earliest date on the internet, the earliest implementation with pupils at a certain
school, the latest update of a website, the date of a later edition whose release year was
available, or the year of publication of a paper describing the game was selected.
Formats of games: i.e. simulation, role-play/management game, online game, video game,
board game, card game, or other
Actors who developed the game: i.e. private companies, government agencies, non-
governmental organizations, or academic institutions
Languages/geographical outreach
Type and scale of issues. Games were classified according the particular aspect of climate
change they addressed, and by scale, i.e. local, global, EU, other or multiple scales.
Finally, we investigated the broad set of representative or interesting games, which are described
in detail at the end of the results section.
2 Results
2.1 STEP I: Simulations and games dealing with climate change in general
A couple of years ago, there were only a few games dealing with climate change issues (Ulrich,
1997). In recent years, however, a large number of games with a focus on climate or climate
change issues have been developed and become available. Our research yielded about eight
dozen games and provided a good overview of available climate change applications. A number
of websites, such as Ecokids (Ecokids, 2012), to name but one, offer a variety of small climate
change gaming and simulation applications. For the vast majority of games, climate change is at
the center of attention and the key issue to be communicated. There are some games, though,
which integrate climate issues into a broader set of foci. However, the sheer number of
entertaining education applications available, such as on the Ecokids and other websites, is a
strong indication that climate change has become a major topic of interest for the gaming
community.
Among this great diversity in climate games, the diversity in formats and thematic scope is
correspondingly broad. A substantial number of games are quite simple. They are based on a
few rules and focus on the one-dimensional mediation of information and the reproduction of
knowledge, such as quizzes that end with disclosure of the correct solution. More sophisticated
games comprise an active component, where players have to respond to different aspects of the
experience of climate change and take forward-looking action. These games are not plenty.
Related to their sophistication, games can be differentiated according to the prior knowledge, and
intellectual and educational levels required for playing. Climate games are available for players
at all levels, and with more or less prior knowledge of climate change.
With respect to formats, digital games clearly dominate the field. Both serious games with
sophisticated plots and simple applications are numerous. Computer-based serious games have
been developed by government agencies and scientific institutions as well as by commercial
game developers. In particular, private companies and public bodies now employ climate games
for awareness raising and as part of their political agenda. Climate games are often used as a
public relations (PR) instrument, for example by Microsoft, OXFAM, RWE (a large German
electricity company) and Starbucks, among others.
The principal target group for climate change games is children and school students between
the ages of approximately 12 and 18. In second place, there are a number of games which target
players in higher education and management training. As for their purpose, these games while
varying in format usually incorporate some form of role-play as a means of knowledge transfer
and to provide training in decision-making. Finally, the general public is also an important target
group.
2.2 STEP II: Selection of more sophisticated and targeted climate change
games
We now turn to the 52 climate and climate change games selected for more detailed analysis, as
described above. The complete list of games with weblinks and references (where available) is
provided as Appendix (and see Figure 1 for an overview).
Development of selected climate games over time
Figure 1 reveals that the field of climate change games has mainly evolved over the last 25 years,
with the most dynamic evolution occurring in the last 10 years. 1983 is the release year of the
oldest publication on climate change gaming that we found (although this is basically a
framework for climate change games, which we included for historical reasons). Particularly
since 2002, the number of games available has grown tremendously; only 5 sophisticated games
on climate/climate change issues existed before that date. The majority, i.e. 48 games, were
released after 2002 with a growing number of new games becoming available each year. To
date, 2009 was the year with the highest number of releases (14 new games).
Figure 1: Release years of more complex climate change games and simulations (to August
2011).
Format of selected climate games
The selected climate games include online and video games, card and board games, and
simulations and role plays. While many games use a combination of formats, the games selected
were grouped according to their most dominant format. The category ‘other’ mainly refers to
games for mobile phones (see Figure 2).
Figure 2: Format of sophisticated climate games and simulations.
Role-plays and management games dominate the scene. Online games or games that have
predominantly an online component are the second largest category. Games frequently, and
increasingly, mix formats. Almost all the recent games use more than one format.
The Actors: players that request, develop, and release climate games
This review distinguishes between different actors involved in game development: i.e. academic
(universities and research institutions), public/governmental (authorities), non-governmental, and
private (business, consultancies). However, a clear cut categorization is often difficult, since
actors of different types cooperate, and conclusions have to be drawn with caution.
Figure 3 shows that the early game developments were driven by academics. Later, private
companies (e.g., RWE, Starbucks, Siemens), non-governmental organizations and government
agencies (e.g., environmental protection agencies in the UK, the US and Germany, amongst
others) got involved, by commissioning climate games or developing games themselves. The
share of academic initiatives decreased over time, while private and public bodies increasingly
moved in.
Figure 3: Participation by different types of actors in game development over time.
Language and geographical outreach
There is reason to believe that most games are written in English or have at least an English
version. This reflects the status of English as a universal language, which corresponds to the
global relevance of climate change. However, English is also appropriate for climate change
games because it is the main language used for international climate negotiations and political
debate (and these are the focus of numerous management games). Additionally, the use of the
world-wide-web as a resource platform as well as the English language format of online games
symbolise some kind of modern lifestyle, of which these games are a part. English games are
numerous, but there are also many climate games available only or additionally in German. A
limited number of the selected games are additionally available in other languages (see Figure 4).
Figure 4: Languages in which games are available.
As Figure 4 shows, 34 games (57%) are at least available in English, 22 games (37%) are
additionally or only available in German, while four games (about 7%) are provided in other
languages than English or German. Other languages comprise several other European
languages and Chinese. Eight out of the 52 games are available in more than one language. We
are aware of and acknowledge the limitations of our analysis with regard to geographical
outreach, as the investigation was conducted in German and English only. Therefore, the game
needed to be available in one of these two languages in order to be detected and included in the
analysis.
Despite these limitations, the analysis lends support to the conclusion that it is worth
analyzing other regional markets to assess the use and effectiveness of games in climate change
education and training. It is also interesting to see that several game developers have chosen a
multi-lingual approach.
Issues addressed
Climate change is a topic with multiple facets, and the selected games focus on different sets of
issues. These can be framed on different scales (see Fig. 5). The local scale refers to decisions
taken by private households in the context of a virtual city or region. A large fraction of games
operate primarily on this scale. Many of them consider individual or community decisions to
reduce greenhouse gases, or policy making from a local perspective. Many of these games aim
to draw a connection between climate change and everyday individual experience and decision
making.
A similar proportion of games consider mainly the global dimension. These games frequently
simulate international climate negotiations and/or compute the consequences of global decisions.
There are not many games that explicitly link global and local perspectives (with CLIMATE
CHALLENGE being an interesting example of a game that does) and only a few that primarily
focus on an intermediate scale between global and local, or on decision making at the European
level. The few games addressing the European level of government refer in particular to the
preparation of the new EU energy strategy (adopted in 2010, e.g., EUROPAS KLIMA
WANDELN).
Finally, there are a substantial number of games that do not fit into these categories at all.
Some of these games take a more abstract perspective and focus on specific issues, or they
present many issues in form of a more sophisticated quiz (e.g., COOL IT).
Figure 5: Scale of issues considered in the selected games.
In sum, there are two predominant subjects among the selected games: (i) international
negotiations, and (ii) local and private decision making to reduce carbon emissions. We also
investigated content-related aspects, i.e. themes and issues that are addressed by the games.
Figure 6 shows that there is a broad diversity of approaches; however some commonly occurring
topics can be identified.
Figure 6: Issues addressed in the selected games. Multiple categories may apply to a single
game. The category ‘basic knowledge’ applies if at least one of the three named categories of
basic knowledge is addressed. See the editorial for a description of some of the terminology used
in the figure.
Most games aim at providing some basic knowledge on climate change and related issues.
This is sometimes achieved by accompanying game material, debriefing or role description (e.g.,
CLIMATE DIPLOMAT). Some games integrate teaching basic knowledge into the mechanics of
the game (e.g., LIVING TOGETHER, KEEP COOL), but this seems to be quite difficult to do.
An astonishingly large number of games cover the basic issues superficially or assume that
participants already have the necessary basic knowledge. Most of the games that provide more
extensive coverage of basic knowledge focus on the socioeconomic conditions required to deal
with or responsible for causing climate change, or on technological options for greenhouse gas
mitigation (frequently in relation to renewable energy sources). Interestingly, fewer games
emphasize or attempt to teach the biophysical basis of climate change (climatology, greenhouse
gases, greenhouse effect etc.).
The primary topic in games is greenhouse gas mitigation. Those games that do not focus on
mitigation mainly consider impacts of climate change and adaptation. Less than half of the
games incorporate adaptation (20 games), and many of them are relatively new on the market (9
games, e.g., EARLY WARNING - EARLY ACTION). Some of these focus on disaster risk
reduction (e.g., BEFORE THE STORM). Another topic addressed by almost half the games is
the politics of decision making on climate change, be it on the local or the international scale.
Games seem particularly suitable for this subject. Energy and resource related issues are very
widespread too: they play an important role in about one quarter of the selected games. A
number of further issues are touched upon infrequently but by more than two games. Some
games consider relations between developed and developing countries, and/or options for
financing mitigation and adaptation measures in developing countries (e.g., WORLD
CLIMATE). Some of the games that consider local decision making on the adoption of
mitigation technologies make explicit reference to the carbon footprint that is determined by
decisions taken during the game (e.g., PLANET GREEN GAME). The role of insurance and the
financial industry is considered by only a few games; some of these are sponsored by the
reinsurance industry, which is quite active in the field of climate change (e.g., WINDS OF
CHANGE). Carbon emissions from deforestation play an important role in the international
negotiations, and this issue is addressed by one game (WORLD CLIMATE). Technological
progress and learning rarely play an explicit role in games (but KEEP COOL is one example).
There are few games that deal with emission trading (e.g., CO2 EMISSIONSHANDEL),
although it seems that this issue is very suitable for games.
Further climate change related issues that are the primary focus of just one or two games of
the selection include: transport (MOBILITY), geo-engineering (GAME FRAMEWORK FOR
CO2 ISSUE), security (CLOUT AND CLIMATE CHANGE), water management (AQUA-
PLANING), intergenerational justice (TRICO2LOR) and business decision making (CEO2).
2.3 Examples of Climate Change Games
In the following we briefly describe a number of, to our mind, interesting climate and climate
change games. The selection criteria were that the game should display a degree of sophistication
and be a representative example for the broad range of diversity among the games reviewed.
A GAME FRAMEWORK FOR SCENARIO GENERATION FOR THE CO2 ISSUE: the first
“game” on the issue of climate change.
This work appears to be the first in the field of climate and climate change games. It is a
publication available in paper form and lays out a framework of issues that might be
considered in a climate change game.
CLIMATE DIPLOMAT: example of a game focusing on negotiations.
This is an 8 person multi-stakeholder negotiation simulation of the Bali Action Plan for a
post-2012 climate regime under the United Nations Framework Convention on Climate
Change (UNFCCC). The simulated negotiation addresses aspects of mitigation, adaptation,
technology transfer and climate finance.
CLIMATE CHANGE SHOWDOWN: example of a local emission reductions game.
This game encourages team work as students collaboratively move around a game board,
learning about positive and negative environmental consequences that result from individual
and societal actions and behaviour. The game is a component of a workshop-based program
consisting of three main elements: (1) a video and talk that provides an understanding of the
science of climate change, (2) an interactive board game that encourages students to connect
choices made today with future outcomes, and (3) a take-home contest that challenges
students and their families to take measurable actions to reduce greenhouse gas emissions.
The results of the take-home contest are collected by the game developer in order to calculate
program impacts.
STROM FÜR EUROPA: example of a climate game that considers the European Union level
as intermediate between local and global decision making.
This educational resource is a simulated series of events which places young people in the
role of European decision makers. As members of the European parliament and ministers
they have to decide on CO2 reduction targets, an increase in the share of renewables, and on
how to improve European climate policy in general. By doing so, they get to know the modes
of operation of the European institutions responsible for climate change policy making.
KEEP COOL: the first commercial climate change board game, integrating multiple global
and local issues.
In this negotiation game, each player takes the role of an actor in global climate politics and
has to pursue the actor’s main strategic business interests. Actors include, among others, the
USA and their partners, Europe, the developing countries, emerging economies and the
former Soviet Union, as well as lobbying groups, i.e. the oil industry and environmental non-
governmental organisations. During the game, players have to choose between climate
protection measures and actions to further their own strategic business interest. However,
actions can be thrown off course by unpredictable catastrophes. Whoever achieves his or her
strategic goals first wins, yet if players are not cooperative enough, all players can lose.
ENERGIEKONFERENZ: a quiz.
This quiz is similar to Trivial Pursuit and was kept in the selection because of its high degree
of complexity compared to other quizzes. The winner is determined through the number of
right answers to energy-related questions that are raised in or outside of energy conferences,
and with or without the formation of syndicates. The aim of the game is to be awarded an
energy pass.
TRICO2LOR: example of how games can address the issue of intergenerational justice.
This role-play highlights the implications of personal decisions on energy use for global
warming. It simulates the actions of at least three generations and their use of fossil fuel, and
adoption of more efficient or renewable energy sources. The actions of one generation have
an impact on all future generations. One generation can win, but in order to take care of the
climate, intergenerational conferences are possible. It comprises a board game and a visual
representation of the world climate on the internet.
LOVE LETTERS TO THE FUTURE: an example that stretches the definition of a game, but
illustrates further ways to approach the issue.
This is a cross-platform multi-media experience designed to raise awareness about the rapidly
expanding danger of global warming. It is an innovative online game, buried artfully in a
website that contains user-generated letters about the future of our planet. It was launched
prior to the UN Climate Change Conference in Copenhagen in December 2009. It has been
nominated in the Best Activism category of SXSW Web Awards and has won two Webby
Awards.
FATE OF THE WORLD: the complex, first commercial computer game.
This PC strategy game simulates real social and environmental impact of global climate
change over the next 200 years. It focuses on global governance, with goals ranging from
improving living conditions in Africa, to preventing catastrophic climate change or
exacerbating it. It is based around an intricate model of global population, economic
production and greenhouse emissions based on real-world data. Fate of the World was the
sequel to the BBC-funded game CLIMATE CHALLENGE, and won several prizes. For
every purchase of the charity edition, donations are made to the non-profit partners.
3 Discussion and Conclusion
This review aimed to give an overview of climate change-related games in general, structure the
wide range of climate change gaming applications and analyze a selection of games with respect
to temporal development of the field, actors involved in game development, formats, and
thematic foci. Our analysis has found that climate change games are not a niche product
anymore. More than 50 sophisticated games were selected for detailed review; most of these are
serious means of communication, educational resources, and contributions to the discussion of
climate and climate change issues. They make a valuable contribution to efforts to look for
solutions to climate change.
Climate change is a topic increasingly addressed by simulation and gaming, and the number
of applications has increased greatly over the last three decades. Over the last 10 years, the years
2009 and 2008 saw the greatest number of new games launched, probably driven by the climate
conference COP15 in Copenhagen.
The increasing sophistication of climate games is reflected in the increasing number of
formats in which they are available. Climate change games come as board games, card games,
role-plays, or digital games (video games, online or off-line computer games), and can
incorporate a modeling component, simulation and/or a game theory focus. They rely on virtual
reality, augmented reality or real-life applications. Often, these formats are combined and
enfolded in different levels of reality. In recent years the application of web-based resources has
increased tremendously, although role plays and management games still account for the largest
proportion of climate change games. Increasingly, single games are based on multiple formats.
Most climate change games focus on local and global aspects of the problem. It is difficult to
combine the two scales and this is rarely attempted. Many games concentrate on climate
protection with a major focus on international negotiations and local technologies for greenhouse
gas reduction. Applications that consider adaptation to climate change are not (yet) numerous,
but do exist.
The Houston Advanced Research Center (n.d.) considers that the three primary objectives of
climate change games are (1) to teach knowledge and provide familiarity with the issue of
climate change, (2) to make the players aware of the challenges associated with global warming
and (3) to encourage players to develop solutions. We found all objectives addressed by our
selection of more sophisticated climate games, although to our surprise the first of these aims is
rarely explicit. Most climate change games presuppose familiarity with the topic, thereby not
(fully) exploiting the educational and learning potential of games.
Our approach has a number of limitations. Our search presupposed online availability, which
meant that a game had to be traceable on the internet via search engines to be included in the
analysis. Although the internet is a powerful and widespread means of communication, one
should not assume that all games are marketed through the internet. Another limitation was the
language selection, which demanded that at least one edition of the game was available in
English or German. Games in other languages might have been missed out. Additionally, the
categorization of game formats is sometimes problematic, as these are increasingly mixed.
However, we conclude that the recent upsurge and wide range of climate change games and
simulations available indicates a widespread belief in the potential of climate change games and
simulations to contribute to learning, mitigation and adaptation in response to climate change.
Acknowledgements
The authors thank Stefanie Wölfle for her support in the compilation of the games and in
preparing the manuscript.
Declaration of Conflicting Interests
The authors declared no conflicts of interest with respect to the authorship and/or publication of
this article.
Funding
Diana Reckien was funded partly by the German Ministry for Education and Research (BMBF)
grant 01LG0506E and the German Science Foundation (DFG) RE 2927/2-1.
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BEFORE THE STORM. Red Cross/Red Crescent Climate Centre (n.d.). (PO Box 28120, 2502
KC The Hague, The Netherlands). Retrieved on August 12, 2011 from
http://www.climatecentre.org/site/games-exercises.
CEO2 (2010). Berlin, Germany: LGM Interactive (Legiendamm 14, 10179 Berlin, Germany).
Retrieved on August 12, 2011 from http://knowledge.allianz.com/climate/?592/climate-game-
ceo2-green-leader.
CLIMATE CHALLENGE. Red Redemption Ltd (2006). (154 Oxford Road, Cowley, OXFORD,
OX4 2EA, UK. Retrieved on August 12, 2011 from
http://www.bbc.co.uk/sn/hottopics/climatechange/climate_challenge/aboutgame.shtml.
CLIMATE CHANGE SHOWDOWN. BC Sustainable Energy Association (2006). (5-4217
Glanford Avenue, Victoria, BC, V8Z 4B9, 250.744.2720). Retrieved on August 12, 2011 from
http://www.purplepawn.com/2009/04/british-columbias-climate-change-board-game/.
CLIMATE DIPLOMAT Craig Hard J.D. (2009). The Energy + Environment Foundation/Alston
& Bird LLP (The Energy + Environment Foundation, 4707 Connecticut Avenue, NW Suite
408, Washington, DC 20008). Retrieved on August 12, 2011 from
http://eeocw.org/environmental-negotiation/climate-diplomat-post-2012-climate-negotation.
CLIMATE MOMENTUM SILMULATION. Jones, D & Owens, N. (n.d.). Climate Interactive
Network. Retrieved on August 12, 2011 from
http://climateinteractive.org/simulations/climate-momentum-simulation/climate-momentum.
CLOUT AND CLIMATE CHANGE. Center for a New American Security (2008). (1301
Pennsylvania Avenue, NW, Suite 403, Washington, D.C. 20004). Retrieved on August 12,
2011, from http://www.cnas.org/naturalsecurity/consequences/climate-change.
COOL IT. Union of Concerned Scientists (2010). (2 Brattle Square, Cambridge, MA, 02138-
3780). Retrieved on August 12, 2011 from http://www.ucsusa.org/publications/cool-it-card-
game/cool-it-climate-change-card-game.html.
CO2 EMISSIONSHANDEL. Muenchner Verkehrs-und Tarifverbund/TexteSatt (2007).
(Thierschstraße 2, 80538 Muenchen, Germany). Retrieved on July 6, 2012 from
http://www.mvv-muenchen.de/de/service/lehrerinformationen/rollen-und-
planspiele/index.html.
Crookall, D. (2010). Serious games, debriefing, and simulation/gaming as discipline. Simulation
and Gaming: An Interdisciplinary Journal, 41(6), 898-920.
EARLY WARNING - EARLY ACTION. PetLab (2009). (2 West 14th Street, Room 1100,New
York, NY, 10011). Retrieved on August 12, 2011 from
http://www.gamesforchange.org/play/early-warning-early-action/.
Ecokids (2012): Climate Change games and activities. Retrieved on June 12, 2012, from
http://www.ecokids.ca/pub/games_activities/climate_change/index.cfm.
Egenfeldt-Nielsen, S. (2003). Review of the research on educational usage of games. IT-
University Copenhagen, Rued Langgaards Vej 7, DK-2300 Copenhagen S. Unpublished
material.
ENERGIEKONFERENZ. Schmalwieser, J. (2002). (Adunistraße 19,81369 München, Germany).
Retrieved on July 6, 2012 from http://www.umweltspiele.eu/.
EUROPAS KLIMA WANDELN. Forschungsgruppe Jugend und Europa, Centrum für
angewandte Politikforschung (C·A·P)/Informationsbüro München des Europäischen
Parlaments (2007). (Ludwig-Maximilians Universität, Maria-Theresia-Str. 21, 80538
Muenchen, Germany). Retrieved on July 6, 2012 from
http://www.europaimunterricht.de/e_i_u_planspiele.html
FATE OF THE WORLD. Red Redemption Ltd (2010). (154 Oxford Road, Cowley, OXFORD,
OX4 2EA, UK. Retrieved on August 12, 2011 from http://fateoftheworld.net/.
GAME FRAMEWORK FOR CO2 ISSUE (Game Framework for Scenario Generation for the
Co2 Issue), A. Robinson, J.& Ausubel, J. (1983). In Simulation & Games: An International
Journal, 14 (3), 317-344.
Houston Advanced Research Center (n.y.). Global Warming Educational Games. Retrieved on
June 12, 2012 from
http://www.texasclimate.org/Education/EducationalGames/tabid/462/Default.aspx.
IPCC (2007). Climate Change 2007: Synthesis Report. Contribution of Working Groups I, II and
III to the Fourth Assessment Report of the Intergovernmental Panel on Climate Change.
Cambridge, UK: Cambridge University Press.
KEEP COOL- Gambling with the Climate. Eisenack, K. & Petschel-Held, G. (2004). [Board
game].Wiesbaden: Spieltrieb (Pfarrgasse 2, 65321 Niedermeilingen, Germany). Retrieved on
August 12, 2011 from www.spieltriebgbr.de.
LIVING TOGETHER (formerly “V GAS”). European Commission (2006). Retrieved on July 6,
2012 from http://ec.europa.eu/clima/sites/campaign/living_together/.
LOVE LETTERS TO THE FUTURE. Thacher, S. (2009). Retrieved on August 12, 2011 from
http://www.loveletterstothefuture.com. [This game is no longer available].
MOBILITY. Renoldner, K. (2009). Retrieved on August 12, 2011 from
http://www.umweltspiele.eu/.
Ostrom, E. (1990). Governing the Commons. Cambridge, UK: Cambridge University Press.
PLANET GREEN GAME. Starbucks Company and Global Green, USA (2007). Retrieved on
August 12, 2011 from http://www.planetgreengame.com/.[This game is no longer available].
PSFK (2011). Gaming For Good Concepts to support the reality of climate change. Retrieved
on June 12, 2012 from http://www.psfk.com/2011/12/gaming-for-good-al-gores-finalist-picks-
announced.html.
STROM FÜR EUROPA. Forschungsgruppe Jugend und Europa, Centrum für angewandte
Politikforschung (C·A·P)/ Landeshauptstadt München Schul- und Kultusreferat
Fachabteilung 1 Berufliches Schulwesen (2009). (Ludwig-Maximilians Universität, Maria-
Theresia-Str. 21, 80538 Muenchen, Germany). Retrieved on July 6, 2012 from
http://www.bpb.de/lernen/unterrichten/planspiele/65586/planspiele-
detailseite?planspiel_id=313.
TRICO2LOR. UCS Ulrich Creative Simulations/Langenbruck Eco-Center/myclimate (2007).
Retrieved on August 12, 2011 from http://www.trico2lor.ch/index.php.
Ulrich, M. (1997). Games/Simulations about environmental issues existing tools and
underlying concepts. In Proceedings of the 28th Annual Conference of the International
Simulation and Gaming Association (pp.301-211). Tilburg, Netherlands: Tilburg University
Press.
WINDS OF CHANGE. In ECF (2005). European Climate Forum. Retrieved August 12, 2011
from http://www.european-climate-forum.net/woc/index.html.
WORLD CLIMATE. Massachusetts Institute of Technology /Climate Interactive (2006).
Retrieved on July 6, 2012 from http://climateinteractive.org/simulations/world-climate.
Bios
Diana Reckien is research scholar at the Center for Research on Environmental Decisions, Earth
Institute, Columbia University, USA. She has worked at the Potsdam Institute for Climate
Impact Research from 2000 to the beginning of 2012, where she started test the explanatory
power of games for climate change issues in urban planning environments. She is interested in
modes of learning and decision making, particularly for complex environments such as urban
areas, climate change, and planning. Her current research focuses on climate and weather
impacts and adaptation options and their social differentiation in large urban areas in India,
Europe, and the US.
Contact: Center for Research on Environmental Decisions, Earth Institute, Columbia University,
406 Schermerhorn Hall MC5501, 1190 Amsterdam Ave, New York, NY 10027, USA; +1-212-
854-8780 (w); fax +1-212-854-3609; dianareckien@columbia.edu.
Klaus Eisenack is an assistant professor for environment and development economics at Carl
von Ossietzky University Oldenburg, Germany. He worked at the Potsdam Institute for Climate
Impact Research from 2001 to 2008. He is interested in institutions to govern long-term
sustainability issues. His current research focuses on adaptation to climate change. Since 2008,
he is head of the Chameleon research group that investigates adaptation of public and private
utilities. In 2006, he received a PhD in mathematics at the Free University Berlin with work on
qualitative and nonstandard modeling techniques with applications to natural resource
management. Further interests are modeling of policy instruments, game theory, archetypical
patterns of social-ecological systems, and games on global change.
Contact: Department of Economics, Carl von Ossietzky University, 26111 Oldenburg, Germany;
+49-(0)441-798-4518; fax +49-(0)441-798-4116; klaus.eisenack@uni-oldenburg.de;
http://www.envdev.uni-oldenburg.de/en/.
Appendix: List of 52 more sophisticated games selected for detailed
analysis
http://www.bpb.de/methodik/HT0Z6T,0,0,Details.html?planspiel_id
=193
http://www.climatecentre.org/site/games-exercises;
http://petlab.parsons.edu/redCrossSite/games.html
http://knowledge.allianz.com/ceo2/en_ext.html;
http://www.ceo2-game.com
http://www.bbc.co.uk/sn/hottopics/climatechange/climate_challeng
e/aboutgame.shtml
http://www.purplepawn.com/2009/04/british-columbias-climate-
change-board-game/
http://eeocw.org/environmental-negotiation/climate-diplomat-post-
2012-climate-negotation;
http://eeocw.org/environmental-negotiation/climate-diplomat-post-
2012-climate-negotation/climate-diplomat-negotation-simulation
http://www.iiasa.ac.at/Admin/PUB/Documents/WP-96-090.pdf;
Parson, E. A. (1995). Global Climate Change Policy Exercise: Results
of a Test Run. Working Paper, International Institute for Applied
Systems Analysis.
http://www.spieledealer.de/bewitched/bewitched.php?menu=1&m
enu2=11&language=_e&anchor=
http://www.systemdynamics.org/conferences/1997/paper191.htm;
Edward A. Parson, Mehrdad A. Baghai (1993). CO2, the interactive
negotiation on global warming. Strategic Environmental Simulations
Inc.
http://www.mvv-muenchen.de/de/service/lehrerinformationen/rollen-
und-planspiele/index.html;
http://www.mvv-
muenchen.de/web4archiv/objects/download/1/textco2-planspiel.pdf
http://www.globalwarminginteractive.com/index.htm
http://www.gamesforchange.org/play/connect2climate/
http://www.ucsusa.org/publications/cool-it-card-game/cool-it-
climate-change-card-game.html
http://climateinteractive.org/simulations/C-ROADS
http://www.nocozwo.de/
http://cmu.flintbox.com/public/project/4743/;
http://www.hss.cmu.edu/departments/sds/ddmlab/
http://www.gamesforchange.org/play/early-warning-early-action/;
http://blog.dhpp.org/2011/06/13/red-cross-early-warning-early-
action/
http://www.enercities.eu
http://www.spieltriebgbr.de/spiele/energie-21.html
http://www.eu-planspiele.de/
http://www.energie-planspiel.de/
http://www.energie-
planspiel.de/Onlinegame/Schuelerhandbuch_Energie_plus_Teil1.pdf
http://www.ubb.de/htm/umweltspiele/einzel.php?spiel_id=87
http://www.jason.org/digital_library/8239.aspx
http://www.scooltour.info/no_cache/presse/pressemitteilungen/ne
ws-einzelansicht/browse/1/article/freizeitspass-hoch-3-setzt-
lichtzeichen.html?tx_ttnews[backPid]=4
http://www.europarl.de/view/de/Jugend/Planspiele_fuer_Schueler/
Europas_Klima_wandeln2.html
http://www.guardian.co.uk/technology/2010/oct/31/fate-of-the-
world-review;
http://fateoftheworld.net/
http://www.suedwind-noesued.at/archiv/start.htm
http://www.bpb.de/methodik/HT0Z6T,0,0,Details.html?planspiel_id
=221
http://www.deepdyve.com/lp/sage/a-game-framework-for-scenario-
generation-for-the-co2-issue-2XCHYa8w2T
http://scripts.mit.edu/~jsterman/climate/master/
http://www.bpb.de/methodik/HT0Z6T,0,0,Details.html?planspiel_id
=124; http://www.spiel-keep-cool.de/;
Eisenack, K. (2012). Interdisciplinary communication and education
with a board game on climate change, this issue.
http://www.ubb.de/htm/umweltspiele/einzel.php?spiel_id=85
http://www.keep-cool-online.de/
http://www.planpolitik.de/en/pdf/simulation%20game_climate.pdf
http://www.bpb.de/methodik/HT0Z6T,0,0,Details.html?planspiel_id=
199;
http://www.carpus.org/default.aspx?ID=81&DetailID=160
http://www.logicity.co.uk/game/;
http://www.newscientist.com/blog/technology/2007/11/climate-
change-in-virtual-world.html
http://www.loveletterstothefuture.com/
http://www.umweltspiele.eu/mobility.htm;
http://www.oekonews.at/index.php?mdoc_id=1039031
http://my2050.decc.gov.uk/
http://www.planetgreengame.com/;
http://www.treemedia.com/treemedia.com/Starbucks_Planet_Gree
n.html;
Game is no longer available, it seems.
http://www.plantville.com/index.php
http://www.sciencemuseum.org.uk/rizk
http://cmi.princeton.edu/wedges/;
Pacala, S. & Socolo, R. (2004). Stabilization Wedges: Solving the
Climate Problem for the Next 50 Years with Current Technologies.
Science, 305(5686), 968-972.
http://www.bpb.de/lernen/unterrichten/planspiele/65586/planspiel
e-detailseite?planspiel_id=313
http://www.friends-
partners.org/GLOSAS/Global_University/Global%20University%20
System/List%20Distributions/2007/MTI1891_11-29-
07/SGC%20booklet%202007%20%28DE%20+%20EN%29%20copy
.pdf;
http://doebe.li/bibliothek/t03595.html#links;
Ahamer, G. (2006). Ready-to-use simulations: SURFING GLOBAL
CHANGE: Negotiating sustainable solutions. Simulation & Gaming,
37, 380-397.
http://nws.chem.uu.nl/publica/Publicaties%202008/NWS-E-2008-
256.pdf, p. 43 ff.;
Bert de Vries (1998). Susclime: A Simulation/Game on Population
and Development in a Climate-Constrained World. Simulation &
Gaming, 29(2), 216-237.
http://www.theclimatechallenge.org/
http://www.trico2lor.ch/download/0902_Factsheet_triCO2lor.pdf;
http://ucs.ch/ref/reftrico2lor.html
http://www.xplora.org/ww/de/pub/myeurope/home/practice/teaching_
ideas/vgas.htm; official website not online anymore;
http://myeurope.eun.org/ww/en/pub/myeurope/home/practice/tea
ching_ideas/vgas.htm
http://www.cnas.org/naturalsecurity/consequences/climate-change
http://www.bpb.de/methodik/HT0Z6T,0,0,Details.html?planspiel_id=
319
http://www.european-climate-forum.net/fileadmin/ecf-
documents/Press/ECF_press_release_280405.pdf.
http://climateinteractive.org/simulations/world-climate
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... How serious games contribute to research on social-ecological systems so far A growing body of literature on serious games (SG), that is, games used for non-entertainment purposes, has underscored the benefits of these tools for studying complex SES (Reckien and Eisenack, 2013;Zvoleff and An, 2014). Due to the multitude of names, the term SG encompasses various forms such as 'serious games', 'role-playing games', or 'participatory simulations' that are 'experi(m)ent(i)al, rule-based, interactive environments, where players learn by exchanging information, by taking actions and by experiencing their effects through feedback mechanisms that are deliberately built into and around the game' (Mayer, 2009). ...
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... 53 ISSN 1479-4403 and knowledge (Fullerton, 2008), the design of educational games also requires finding a balance between learning and fun that makes it especially demanding (Shute, et al., 2020), and even more so when dealing with a complex message such as the effect of climate change on biodiversity. Nonetheless, others have demonstrated the effectiveness of using games as a means to raise awareness and educate on biodiversity-related issues such as climate change (Reckien and Eisenack, 2013;Flood, et al., 2018) or sustainability (Fabricatore and Lopez, 2012;Nordby, et al., 2016;Mercer, et al., 2017). Enigma Bio faces additional challenges targeting primary school children aged 11-13, who may find it difficult to understand certain abstract concepts, and even more so if the experience is restricted to the short duration of a school visit to a museum (Camps-Ortueta, et al., 2023). ...
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This paper describes the design and evaluation of "Enigma Bio", an educational escape room activity that aims to convey the abstract concept of biodiversity to children between 11 and 13 years of age, making them aware of the importance of climate change and its impact on biodiversity. The design of Enigma Bio is closely linked to the Biodiversity exhibition at the National Museum of Natural Sciences in Madrid, designed for a visit in groups of between 20 and 30 children, with an approximate duration of one hour, running on mobile devices and including augmented reality technology. The purpose of this research is to determine whether, in the case of educational escape room activities in museums with a limited time duration, it is more effective to have a pre-session introducing the topic. Our hypothesis is that without the context of the pre-explanation, the playful component of the game may be too powerful and may cause children not to pay enough attention to the message that the game intends to communicate, and even more so when dealing with a complex message such as the effect of climate change on biodiversity. To answer this research question, we follow an A/B testing experimental design involving two groups of children, one of which received an introductory talk on biodiversity and climate change before going to the museum and the other did not. The experimental design is completed with a pre-post evaluation of the children's environmental awareness by means of a previously validated questionnaire. The results of the experiment provide valuable insights into the effectiveness of the pre-session introduction in enhancing the learning outcomes of short educational escape room activities. Significant differences were observed between pre- and post-activity tests, indicating a moderate overall increase in awareness scores within both individual groups (A and B) as well as across the combined results. The findings suggest that the pre-session introduction indeed plays a role in enhancing students' awareness of the targeted message. These results represent a breakthrough in the e-learning practice that will be of value to other designers of educational escape rooms with a limited time duration.
Chapter
The imperative to address climate change has led to innovative approaches, one of which is the application of gamification. This paper explores the potential of gamification to mitigate climate change by enhancing eco-education, simulating scientific scenarios, and providing policy feedback. It argues that gamification, through its ability to engage users in a “magic circle” of play, can foster a participatory culture that encourages behavioral changes aligned with climate mitigation strategies. The objective is to shift the focus from merely improving gamification's effectiveness to leveraging the gaming industry's potential to directly contribute to reducing personal carbon footprints and shaping power consumption habits through gaming. It concludes that gamification and the gaming industry can play a significant role in climate change mitigation by transforming players' behaviors and by establishing a virtual carbon credit market that incentivizes sustainable practices.
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