TY - JOUR
T1 - Gameful interventions for pro-environmental attitude change
AU - Daiiani, Mahsuum
AU - Sweetser Kyburz, Penny
AU - Stanley, Samantha
AU - Van Rooy, Dirk
AU - Caldwell, Sabrina
N1 - © 2024 The Author(s)
PY - 2025/2
Y1 - 2025/2
N2 - Videogames are persuasive tools that can direct players’ pro-environmental attitudes. However, there is limited understanding of their impacts on attitudes in a climate-themed context. With a focus on message design and framing, this paper investigated the role and significance of videogames in climate communication. We conducted two parallel within-subjects experiments using two climate-themed games, Beyond Blue (N=36) and Plasticity (N=37), to examine the effects of persuasive game design in directing attitudes. We found that, regardless of message design, both games increased players’ cognitive attitudes after gameplay. We also found that Plasticity's multi-layered message design (central loss-frame with a potential hopeful ending) increased short-term awareness of the climate-change threat and long-term hope for dealing with the issue, balancing fear and empowerment and emphasising the intricacies of message framing. By demonstrating the efficacy of persuasive design and environmental message framing in gameful interventions using explicit and implicit measures, our paper contributes to the application of interactive technology for effective climate-change communication in the short and long-term.
AB - Videogames are persuasive tools that can direct players’ pro-environmental attitudes. However, there is limited understanding of their impacts on attitudes in a climate-themed context. With a focus on message design and framing, this paper investigated the role and significance of videogames in climate communication. We conducted two parallel within-subjects experiments using two climate-themed games, Beyond Blue (N=36) and Plasticity (N=37), to examine the effects of persuasive game design in directing attitudes. We found that, regardless of message design, both games increased players’ cognitive attitudes after gameplay. We also found that Plasticity's multi-layered message design (central loss-frame with a potential hopeful ending) increased short-term awareness of the climate-change threat and long-term hope for dealing with the issue, balancing fear and empowerment and emphasising the intricacies of message framing. By demonstrating the efficacy of persuasive design and environmental message framing in gameful interventions using explicit and implicit measures, our paper contributes to the application of interactive technology for effective climate-change communication in the short and long-term.
KW - Climate communication
KW - Eco-games
KW - Message frame
KW - Perspective-taking
KW - Pro-environmental attitudes
UR - http://www.scopus.com/inward/record.url?scp=85212914848&partnerID=8YFLogxK
U2 - 10.1016/j.ijhcs.2024.103439
DO - 10.1016/j.ijhcs.2024.103439
M3 - Article
AN - SCOPUS:85212914848
SN - 1071-5819
VL - 196
SP - 103439
JO - International Journal of Human Computer Studies
JF - International Journal of Human Computer Studies
M1 - 103439
ER -