Abstract
Although information about addressing the challenge of climate change is widely available, many people struggle in making sense of the actions they can take in the context of their everyday lives. We present Climate Club, a group-based role-playing card game designed to help people make sense of the climate actions they can take in relation to the barriers they face. Gameplay involves helping relatable fictional characters in actualising climate actions, by providing alternative solutions that work within their constraints. We describe the game and how it was shaped through iterative playtesting using the tandem transformational game design process. By reflecting on this process and a qualitative study conducted with university students exploring the game’s features, capabilities and limitations, we reveal design insights that can be useful for researchers, designers and educators to design and evaluate games, and other purposeful HCI artefacts, for climate action.
Original language | English |
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Title of host publication | Proceedings of Foundations of Digital Games 2024 |
Publisher | ACM |
Publication status | Published - 24 May 2024 |
Event | Foundations of Digital Games 2024 - Worcester Polytechnic Institute, Worcester, United States Duration: 21 May 2024 → 24 May 2024 |
Conference
Conference | Foundations of Digital Games 2024 |
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Country/Territory | United States |
City | Worcester |
Period | 21/05/24 → 24/05/24 |