The Wayback Machine - https://web.archive.org/web/20230421041957/https://journals.sagepub.com/doi/10.1177/1075547016687998
Skip to main content
Intended for healthcare professionals
Restricted access
Research article
First published online February 1, 2017

Analyzing Climate Change Communication Through Online Games: Development and Application of Validated Criteria

Abstract

In search of innovative approaches capable of connecting climate change issues with teenagers, scholars and practitioners have become interested in harnessing the potential of gaming for advancing climate change communication. This article aims to propose a set of criteria, validated by experts through the Delphi method, by which to analyze communicative features of online climate change games. The use of the criteria is illustrated with an evaluation of a sample of Spanish games to which we apply qualitative content analysis, narratology, and ludology techniques. Our findings reveal some positive communicative trends in terms of narratives, contents, and gameplay.

Get full access to this article

View all access and purchase options for this article.

References

Aguaded-Gómez I. (2011). Children and young people: the new interactive generations. Comunicar, 36(XVIII), 7-8.
Ajzen I. (2002). Perceived control, self-efficacy, locus of control, and the theory of planned behavior. Journal of Applied Social Psychology, 32, 107-122.
Aparici R., Silva M. (2012). Pedagogy of Interactivity. Comunicar, 38(XIX), 51-58.
Astigarraga E. (2008). El método Delphi (The Delphi method) San Sebastián, Spain: Universidad Deusto.
Atkins B. (2003). More than a game: The computer game as fictional form. Manchester, England: Manchester University Press.
Bloom B. S. (1956). Taxonomy of educational objectives: Handbook 1. The cognitive domain. New York, NY: David McKay.
Bofferding L., Kloser M. (2015). Middle and high school students’ conceptions of climate change mitigation and adaptation strategies. Environmental Education Research, 21, 275-294.
Boykoff M. T. (2007). Flogging a dead norm? Newspaper coverage of anthropogenic climate change in the United States and United Kingdom from 2003 to 2006. Area, 39, 470-481.
Center for Research on Environmental Decisions and ecoAmerica. (2014). Connecting on climate: A guide to effective climate change communication. New York, NY: Author.
Cooper C. B. (2011). Media literacy as a key strategy towards improving public acceptance of climate change science. BioScience, 61, 231-237.
De By P, Hooper J. (2013, December). Key attributes of engagement in a gamified learning environment. Paper presented at the 30th Ascilite conference, Sydney, New South Wales, Australia.
DEV. (2015). Libro blanco del desarrollo español de videojuegos (The white book of the development of Spanish video games). Madrid, Spain: Author.
Díaz-Nosty B. (2013). Aproximación a la construcción interdisciplinar y de un nuevo paradigm: Comunicación, cambio climático y crisis sistemática (An approach to the construction of an interdisciplinar and new paradigm: communication, climate change and sistematic crisis). Razón y Palabra, 84, 99-119.
Dinar S., Katz D., De Stefano L., Blankespoor B. (2015). Climate change, conflict, and cooperation: Global analysis of the effectiveness of international river treaties in addressing water variability. Politic Geography, 45, 55-66.
Dudo A., Cicchirillo V., Atkinson L., Marx S. (2014). Portrayals of technoscience in video games: A potential avenue for informal science learning. Science Communication, 36, 219-247.
Egenfeldt-Nielsen S., Smith J. H., Pajares-Tosca S. (2008). Understanding videogames. New York, NY: Routledge.
European SchoolNet. (2009). How are digital games used in school? Final report. Brussels, Belgium: Author.
Fielding K., Head B. W. (2012). Determinants of young Australians’ environmental actions: The role of responsibility attributions, locus of control, knowledge and attitudes. Environmental Education Research, 18, 171-186.
Frasca G. (2007). Play the message: Play, game and video game rhetoric (Unpublished doctoral dissertation). IT University of Copenhagen, Copenhagen, Denmark. Retrieved from http://www.powerfulrobot.com/Frasca_Play_the_Message_PhD.pdf
Gee J. P. (2004). Lo que nos enseñan los videojuegos sobre el aprendizaje y el alfabetismo (What video games have to teach us about learning and literacy). Archidona, Spain: Aljibe.
Gombrich E. H. (2004). El sentido del orden. Estudio de la psicología de las artes decorativas (The sense of order. A study of the psichology of the decorative art). Madrid, Spain: Debate.
Gozálvez-Pérez V., González-Fernández N., Caldeiro-Pedreira M. C. (2014). La competencia mediática del profesorado: Un instrumento para su evaluación (Media literacy competence in teachers: an instrument for its evaluation). Revista Electrónica de Investigación Educativa, 16(3). Retrieved from http://redie.uabc.mx/redie/article/view/417/972
Grifeu A. (2010). El documental interactivo: Evolución, caracterización y perspectivas de desarrollo (The interactive documentary: Evolution, characterization and development perspectives). Barcelona, Spain: Editorial UOC.
Handgraaf M. J., Van Lidth de Jeude M. A., Appelt K. C. (2013). Public praise vs. private pay: Effects of rewards on energy conservation in the workplace. Ecological Economics, 86, 86-92.
Hardy C., Harley B., Phillips R. (2004). Discourse analysis and content analysis: Two solitudes? Qualitative Methods, 2, 19-22.
Huizinga J. (1988). Homo ludens: El elemento lúdico de la cultura. Madrid, Spain: Alianza.
Ivory J. D. (2006). Still a man’s game: Gender representation in online reviews of video games. Mass Communication and Society, 9, 103-114.
Juul J. (2005). Half-real: Video games between real rules and fictional worlds. Cambridge: MIT Press.
Katsaliaki K., Mustafee N. (2014). Edutainment for sustainable development: A survey of games in the field. Simulation & Gaming. Advance online publication.
Kennel C. F., Briggs S., Victor D. (2016). Making climate science more relevant. Science, 354, 421-422.
Kim A. J. (2012). Social engagement: Who’s playing? How do they like to engage? Retrieved from http://goo.gl/BFTnhh
Lacasa P. (2011). Los videojuegos: Aprender en mundos reales y virtuales (Video games: Learning in real and vritual worlds). Madrid, Spain: Ed. Morata.
León B. (Coord.). (2014). El periodismo ante el cambio climático: Nuevas perspectivas y retos (Journalism facing climate change: new perspectives and challenges). Barcelona, Spain: Editorial UOC.
Liarakou G., Sakka E., Gavrilakis C., Tsolakidis C. (2012). Evaluation of serious games, as a tool for education for sustainable development. EURODL, 15(2), 96-110.
Linstone H. A., Turoff M. (1975). Introduction. In Linstone H. A., Turoff y M. (Eds.), The Delphi method: Techniques and applications (pp. 3-12). Reading, MA: Addison-Wesley.
Liu S., Ding W. (2009). An approach to evaluation component design in building serious games. In Chang M., Kuo R., Chen G.-D., Hiroshe M. (Eds.), Edutainment ’09 Proceedings of 4th International Conference on E-learning and Games: Learning by playing (pp. 141-148). Berlin, Germany: Springer.
Maibach E., Nisbet M., Baldwin P., Akerlof K., Diao G. (2010). Reframing climate change as a public health issue: An exploratory study of public reactions. BMC Public Health, 10, 299-309.
Mar R. A., Oatley K. (2008). The function of fiction is the abstraction and simulation of social experience. Perspectives on Psychological Science, 3, 173-192.
Martínez-Valderrama J., Ib��ñez J., Del Barrio G., Sanjuán M. E., Alcalá F. J., Martínez-Vicente S., Puidgefábregas J. (2016). Present and future of desertification in Spain: Implementation of a surveillance system to prevent land degradation. Science of the Total Environment, 563-564, 169-178.
Martí-Parreño J., Méndez-Ibáñez E., Giménez-Fita E., Queiro-Ameijeiras C. (2015). El uso de la gamificación en la educación superior: Propuesta de una ficha de análisis ludológico-narratológico (The use of gamification in higher education: proposing a file for ludological-narratological analysis). In Ruiz Rosillo M. A (Ed.), XII Jornadas Internacionales de Innovación Universitaria. Educar para transformar: Aprendizaje experiencial (XII International Conference on University Innovation) (pp. 103-111). Madrid, Spain: Universidad Europea de Madrid.
Meira-Cartea P. A. (2008). Comunicar el cambio climático: Escenario social y líneas de actuación (Communicating climate change: social scene and action lines). Madrid, Spain: Ministerio de Medio Ambiente y Medio Rural y Marino-Organismo Autónomo de Parques Nacionales.
Mendler de Suarez J., Suarez P., Bachofen C. (2012). Games for a new climate: Experiencing the complexity of future risks. Boston, MA: Boston University, The Frederick S. Pardee Center for the Study of the Longer-Range Future.
Merkl-Davies D. M., Koller V. (2012). “Metaphoring” people out of this world: A critical discourse analysis of a chairman’s statement of a UK defense firms. Accounting Forum, 36, 178-193.
Mitgutsch K., Alvarado N. (2012). Purposeful by design? A serious game design assessment framework. In Proceedings of the International Conference on the Foundations of Digital Games (pp. 121-128). New York, NY: ACM.
Moser S. C. (2010). Communicating climate change: History, challenges, process and future directions. WIREs Climate Change, 1, 31-53.
Moser S. C., Dilling L. (2011). Communicating climate change: Closing the science-action gap. In Dryzek J. S., Norgaard R. B., Schlosberg D. (Eds.), Oxford Handbook of climate change and society (pp. 161-174). Oxford, England: Oxford University Press.
Murray J. (1999). Hamlet on the Holodeck. Cambridge: MIT Press.
Neuendorf K. (2002). The content analysis guidebook. Thousand Oaks, CA: Sage.
Nisbet M., Scheufele D. (2009). What’s next for science communication? Promising directions and lingering distractions. American Journal of Botany, 96, 1767-1778.
Partridge E. (2008). From ambivalence to activism: Young people’s environmental views and actions. Youth Studies Australia, 2, 18-25.
Pérez-Latorre O. (2010). Análisis de la significación del videojuego: Fundamentos teóricos del juego, el mundo narrativo y la enunciación interactiva como perspectivas de estudio del discurso (Analisis of video game signification: game theoretic fundamentals, the narrative world and the interactive enunciation as perspectives for the discourse study) (Unpublished doctoral dissertation). Barcelona, Spain: Universitat Pompeu Fabra, Departament de Comunicació.
Piñuel-Raigada J. L., Teso-Alonso G. (2012). Los temas de referencia abordados en las noticias de los informativos televisivos en España con ocasión de las cumbres del Cambio Climático en Cancún y Durban (Main themes addressed in the news of television channels in Spain during the Climate Summits in Cancun and Durban). In Piñuel-Raigada J. L., Águila-Coghlan J.-C., Teso-Alonso G., Vicente-Mariño M., Gaitán-Moya J.-A. (Eds.), Comunicación, controversias e incertidumbres frente al consenso científico acerca del cambio climático (Communication, controversies and uncertainties facing scientific consensus about climate change) (pp. 11-52). Retrieved from http://www.revistalatinacs.org/067/cuadernos/30a.pdf
Poole S. (2006). Unspeak: Words are weapons: The language of everyday deception. London, England: Little, Brown.
Pozo-Llorente M. T., Gutiérrez-Pérez J., Rodríguez-Sabiote C. (2007). El uso del método Delphi en la definición de los criterios para una formación de calidad en animación sociocultural y tiempo libre The use of the Delphi method in the definition of criteria for a quality education in sociocultural animation and free time). Revista de Investigación Educativa, 25, 351-366.
Prensky M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1-6.
Reckien D., Eisenack K. (2013). Climate change gaming on board and screen: A review. Simulation & Gaming, 44, 253-271.
Reig R. (2010). Condicionantes estructurales del trabajo del periodista: Las causas de una sociedad desinformada (Structural determinants of the journalist work: the causes of a misinformed society). Global Media Journal, 7(14), 39-59.
Rodríguez-Hoyos C., João Gomes M. (2013). Videojuegos y educación: una visión panorámica de las investigaciones desarrolladas a nivel internacional (Video games and education: a panoramic vision of research developed at the international level). Revista Profesorado, 17, 480-494.
Ryan M. (2001). Narrative as virtual reality: Immersion and interactivity in literature and electronic media. Baltimore, MA: Johns Hopkins University Press.
Salen K., Zimmerman E. (2004). Rules of play: Game design fundamentals. Cambridge: MIT Press.
Scapolo F., Miles I. (2006). Eliciting expert’s knowledge: A comparison of two methods. Technological Forecasting & Social Change, 73, 670-704.
Schmierbach M. (2009). Content analysis of video games: Challenges and potential solutions. Communication Methods and Measures, 3, 147-172.
Schroth O., Angel J., Sheppard S., Dulic A. (2014). Visual climate change communication: From iconography to locally framed 3D visualization. Environmental Communication, 8, 413-432.
Shaker N., Togelius J., Nelson M. J. (2016). Procedural content generation in games: A textbook and an overview of current research. New York, NY: Springer.
Sheppard S. R. J. (2012). Visualizing climate change: A guide to visual communication of climate change and developing local solutions. Abingdon, England: Routledge.
Soekarjo M., van Oostendorp H. (2015). Measuring effectiveness of persuasive games using an informative control condition. International Journal of Serious Games, 2(2), 37-56.
Strange J. J. (2002). How fictional tales wag real-world beliefs: Models and mechanisms of fictional influence. In Green M. C., Strange J. J., Brock T. C. (Eds.), Narrative impact: Social and cognitive foundations (pp. 263-286). Mahwah, NJ: Erlbaum.
Taylor T. L. (2006). Playing between worlds: Exploring on-line game culture. Cambridge: MIT Press.
Tejeiro R., Pelegrina M. (2003). Los videojuegos: Qué son y cómo nos afectan (Video games: what they are and how they affect us). Barcelona, Spain: Ariel.
Van Pelt S. C., Haasnoot M., Arts B. J. M., Ludwig F., Swart R. J., Biesbroek G. R. (2015). Communicating climate (change) uncertainties: Simulation games as boundary objects. Environmental Science & Policy, 45, 41-52.
Wagner M. D. (2008). Massively multiplayer online role-playing games as constructivist learning environments (Unpublished doctoral dissertation). Walden University, Minneapolis, MN.
Werbach K., Hunter D. (2012). The gamification toolkit. Pennsylvania, PA: Wharton Digital Press.
Wu J., Lee J. (2015). Climate change games as tools for educational and engagement. Nature Climate Change, 5, 413-418.

Biographies

Tania Ouariachi is a doctoral student in the Department of Information and Communication at the University of Granada in Spain. She belongs to the Research Group “Scientific Information: Access and Evaluation”. Her research focuses on video games and climate change educommunication. She has experience working as a journalist and as a communication specialist for scientific institutions.
María Dolores Olvera-Lobo (PhD) is a professor in the Department of Information and Communication and the Department of Library and Information Science at the University of Granada in Spain. She is Director of the Research Group “Scientific Information: Access and Evaluation” and belongs to CSIC–Unidad Asociada Grupo SCImago. Her research interests are information retrieval, information science, new technologies, and gamification.
José Gutiérrez-Pérez (PhD) is a professor in the Department of Educational Methodology at the University of Granada in Spain. He is Director of the Research Group “Evaluation in Environmental, Social and Institutional Education” and Head of Institutional Evaluation and Accreditation of the Andalusian Agency Knowledge. Current research interests are environmental education, gaming evaluation methods, and climate change perceptions.

Cite article

Cite article

Cite article

OR

Download to reference manager

If you have citation software installed, you can download article citation data to the citation manager of your choice

Share options

Share

Share this article

Share with email
EMAIL ARTICLE LINK
Share on social media

Share access to this article

Sharing links are not relevant where the article is open access and not available if you do not have a subscription.

For more information view the SAGE Journals article sharing page.

Information, rights and permissions

Information

Published In

Article first published online: February 1, 2017
Issue published: February 2017

Keywords

  1. climate change
  2. youth
  3. online games
  4. audiovisual communication
  5. qualitative analysis

Rights and permissions

© The Author(s) 2017.
Request permissions for this article.

History

Published online: February 1, 2017
Issue published: February 2017

Authors

Affiliations

Tania Ouariachi
Universidad de Granada, Granada, Spain
María Dolores Olvera-Lobo
Universidad de Granada, Granada, Spain
CSIC–Unidad Asociada Grupo SCImago, Madrid, Spain
José Gutiérrez-Pérez
Universidad de Granada, Granada, Spain

Notes

Tania Ouariachi, Universidad de Granada, Department of Information and Communication, Campus Cartuja, Colegio Máximo s/n C.P. 18071, Granada, Spain. Email: [email protected]

Metrics and citations

Metrics

Journals metrics

This article was published in Science Communication.

VIEW ALL JOURNAL METRICS

Article usage*

Total views and downloads: 2586

*Article usage tracking started in December 2016

Altmetric

See the impact this article is making through the number of times it’s been read, and the Altmetric Score.
Learn more about the Altmetric Scores


Articles citing this one

Web of Science: 17 view articles Opens in new tab

Crossref: 21

  1. Using virtual simulations of future extreme weather events to communic...
    Go to citation Crossref Google Scholar
  2. Offsetting Game—Framing Environmental Issues in the Design of a Seriou...
    Go to citation Crossref Google Scholar
  3. Understanding scientists’ communication challenges at the intersection...
    Go to citation Crossref Google Scholar
  4. Gamification and e-learning for young learners: A systematic literatur...
    Go to citation Crossref Google Scholar
  5. Teachers Using Disruptive Methodologies in Teaching and Learning to Fo...
    Go to citation Crossref Google Scholar
  6. Young Explorers in Virtual Ecosystems: Environmental Empathy in Animat...
    Go to citation Crossref Google Scholar
  7. Klimaanpassung innovativ vermitteln – Potenziale von mobilen Apps und ...
    Go to citation Crossref Google Scholar
  8. Identifying and validating game design elements in serious game guidel...
    Go to citation Crossref Google Scholar
  9. Reducing the bystander effect via decreasing group size to solve the c...
    Go to citation Crossref Google Scholar
  10. Los desafíos éticos del periodismo en la era de la inteligencia artifi...
    Go to citation Crossref Google Scholar
  11. “Stickier” learning through gameplay: An effective approach to climate...
    Go to citation Crossref Google Scholar
  12. SDG18—The Missing Ventilator: An Introduction to the 2030 Agenda for D...
    Go to citation Crossref Google Scholar
  13. Embodied public experiments on sustainable eating: demonstrating alter...
    Go to citation Crossref Google Scholar
  14. Focus groups and serious gaming in climate change communication resear...
    Go to citation Crossref Google Scholar
  15. Bees, Extinction and Ambient Soundscapes: An Exploratory Environmental...
    Go to citation Crossref Google Scholar
  16. A framework for climate change engagement through video games
    Go to citation Crossref Google Scholar
  17. Serious Games and Sustainability
    Go to citation Crossref Google Scholar
  18. Serious Games and Sustainability
    Go to citation Crossref Google Scholar
  19. Benefits and challenges of serious gaming – the case of “The Maladapta...
    Go to citation Crossref Google Scholar
  20. Playing for a Sustainable Future: The Case of We Energy Game as an Edu...
    Go to citation Crossref Google Scholar
  21. Public engagement with climate imagery in a changing digital landscape
    Go to citation Crossref Google Scholar

Figures and tables

Figures & Media

Tables

View Options

Get access

Access options

If you have access to journal content via a personal subscription, university, library, employer or society, select from the options below:


Alternatively, view purchase options below:

Purchase 24 hour online access to view and download content.

Access journal content via a DeepDyve subscription or find out more about this option.

View options

PDF/ePub

View PDF/ePub

Full Text

View Full Text