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Climate Change Gaming on Board and Screen

Author

Listed:
  • Diana Reckien
  • Klaus Eisenack

Abstract

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.

Suggested Citation

  • Diana Reckien & Klaus Eisenack, 2013. "Climate Change Gaming on Board and Screen," Simulation & Gaming, , vol. 44(2-3), pages 253-271, April.
  • Handle: RePEc:sae:simgam:v:44:y:2013:i:2-3:p:253-271
    DOI: 10.1177/1046878113480867
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    References listed on IDEAS

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    Cited by:

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    3. Elena Shliakhovchuk & Micaela Martin & Miguel Chover & Viktor Danchuk, 2026. "A Longitudinal Study of Video Games’ Influence on Climate Change Concerns, Climate Refugee Awareness, and Environmental Behaviour Activism," Simulation & Gaming, , vol. 57(1), pages 32-56, February.
    4. John Sterman & Travis Franck & Thomas Fiddaman & Andrew Jones & Stephanie McCauley & Philip Rice & Elizabeth Sawin & Lori Siegel & Juliette N. Rooney-Varga, 2015. "World Climate," Simulation & Gaming, , vol. 46(3-4), pages 348-382, June.
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    7. Ulrike Erb, 2015. "Possibilities and Limitations of Transferring an Educational Simulation Game to a Digital Platform," Simulation & Gaming, , vol. 46(6), pages 817-837, December.

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