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https://doi.org/10.17645/up.v7i2.5113

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Playing for Keeps: Designing Serious Games for Climate Adaptation Planning Education With Young People

[journal article]

Hügel, Stephan
Davies, Anna R.

Abstract

Citizen engagement around climate change remains a wicked problem. It is particularly challenging in relation to climate change adaptation at the local level. In response, this article presents the design steps taken to create a serious game for young people (aged 15-17) as a means to increase engag... view more

Citizen engagement around climate change remains a wicked problem. It is particularly challenging in relation to climate change adaptation at the local level. In response, this article presents the design steps taken to create a serious game for young people (aged 15-17) as a means to increase engagement in planning for climate change adaptation in Dublin. The iAdapt game acts as the capstone component of the audio and visual teaching and learning resources for adaptation education on the Climate Smart platform and uses open data, interactive in-browser 2.5D mapping and spatial analysis, and exemplar socio-technical adaptation interventions. Its primary aim is to empower young people to understand and engage with the complexities, uncertainties, and processes of climate adaptation planning by using scientifically validated flood data predictions, grounded in a place-based setting and with diverse examples of diverse adaptation interventions. Participants experience the difficulties of decision-making under conditions of democratic governance and uncertainty in order to educate, increase awareness, and stimulate discussions around the multiple possible pathways to planning for climate adaptation. Initial testing results with a cohort of young people in Dublin are presented. We conclude by reflecting upon the challenges of creating a game that has broad appeal yet remains enjoyable to play and the value of integrating real-world flood data with gamified elements. We also discuss the “value question” regarding the impact of games on expanding public engagement. Finally, the article sets out a plan for further development and dissemination of the platform and game.... view less

Keywords
Ireland; adolescent; young adult; climate change; computer game; interactive media; climate protection; teaching method

Classification
Ecology, Environment
Interactive, electronic Media

Free Keywords
Dublin; climate change adaptation; education; flooding; iAdapt; serious games; youth

Document language
English

Publication Year
2022

Page/Pages
p. 306-320

Journal
Urban Planning, 7 (2022) 2

Issue topic
Gaming, Simulations, and Planning: Physical and Digital Technologies for Public Participation in Urban Planning

ISSN
2183-7635

Status
Published Version; peer reviewed

Licence
Creative Commons - Attribution 4.0


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Home  |  Legal notices  |  Operational concept  |  Privacy policy
© 2007 - 2025 Social Science Open Access Repository (SSOAR).
Based on DSpace, Copyright (c) 2002-2022, DuraSpace. All rights reserved.