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A Climate Change Board Game for Interdisciplinary Communication and Education

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  • Klaus Eisenack

Abstract

This article reports and reflects on the design and use of the board game KEEP COOL on climate change. The game covers and integrates central biophysical, economic, and political aspects of the issue. By using a board game as common language between students and scientists from different scientific cultures, knowledge of different disciplines can be integrated and different views can be discussed. Thus, even complex issues such as the free-rider problem, trade-offs between adaptation to and mitigation of climate change, and path dependencies can be studied. KEEP COOL is the first game on climate change that is readily available from a commercial publisher. It has successfully been used in multiple settings, for example, as a tool for interdisciplinary research, public relations, public understanding of science, and, in particular, teaching. The experience with the game indicates that it can be effectively used in seminars with students to obtain a holistic picture of the issue and to lay out a common language for deeper reflections on climate change. This contribution also identifies some pitfalls and essential instruments for its adequate use for teaching.

Suggested Citation

  • Klaus Eisenack, 2013. "A Climate Change Board Game for Interdisciplinary Communication and Education," Simulation & Gaming, , vol. 44(2-3), pages 328-348, April.
  • Handle: RePEc:sae:simgam:v:44:y:2013:i:2-3:p:328-348
    DOI: 10.1177/1046878112452639
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    References listed on IDEAS

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    1. Diana Reckien & Klaus Eisenack, 2010. "Urban Sprawl: Using a Game to Sensitize Stakeholders to the Interdependencies Among Actors’ Preferences," Simulation & Gaming, , vol. 41(2), pages 260-277, April.
    2. Rosemary Garris & Robert Ahlers & James E. Driskell, 2002. "Games, Motivation, and Learning: A Research and Practice Model," Simulation & Gaming, , vol. 33(4), pages 441-467, December.
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    5. David Crookall, 2010. "Serious Games, Debriefing, and Simulation/Gaming as a Discipline," Simulation & Gaming, , vol. 41(6), pages 898-920, December.
    6. Olivier Barreteau, 2003. "The Joint Use of Role-Playing Games and Models Regarding Negotiation Processes: Characterization of Associations," Journal of Artificial Societies and Social Simulation, Journal of Artificial Societies and Social Simulation, vol. 6(2), pages 1-3.
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    1. Gallardo-Masa, Coral & Sitjes-Figueras, Rosa & Iglesias, Edgar & Montserrat, Carme, 2024. "‘Great times with board games’. Promoting the right to play for adolescents in residential care," Children and Youth Services Review, Elsevier, vol. 167(C).

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