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Other literature type . 2025
License: CC BY
Data sources: ZENODO
ZENODO
Other literature type . 2025
License: CC BY
Data sources: Datacite
ZENODO
Other literature type . 2025
License: CC BY
Data sources: Datacite
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Case Study Report Play2Act

Authors: Harris, Rebecca;

Case Study Report Play2Act

Abstract

The Play2Act case study builds upon the GCS1 Exploratory study by validating the integration of digital surveys into gaming environments as a tool for large-scale public engagement and policy research. By collaborating with multiple game studios, Play2Act successfully reached over 934,000 players from 228 countries, embedding surveys into popular gaming platforms. This method proved effective for gathering data on climate change attitudes, demonstrating the potential of digital games to reach diverse global audiences and generate high engagement. The study’s findings highlight the effectiveness of gaming as a research tool. With a 90.7% response rate, Play2Act showed games can overcome traditional barriers in public engagement, such as geographical and literacy limitations. However, while the surveys provided valuable insights into climate awareness and behavioural intentions, the study also identified challenges, particularly in terms of demographic representation and participant engagement depth. Future research should focus on integrating survey content within active gameplay to enhance participant reflection and engagement, and on improving the representativeness of data, especially in underrepresented groups. Although Play2Act demonstrated promising results in engaging players on climate change, it revealed that smaller behavioural shifts, such as changes in daily habits, were more common than larger, more impactful actions. This suggests digital interventions should complement policy changes to drive more significant societal impacts. Additionally, the study raised questions about the extent to which gaming environments foster deeper climate policy literacy, with participants showing limited knowledge of specific policies despite engaging with environmental content. Play2Act provides valuable insights into the potential of digital games as research tools. While it successfully engaged a large, diverse audience, challenges in dataset representativeness, engagement depth, and long-term behaviour change remain. Future research should explore how digital games can more directly integrate educational content, encourage sustained behaviour change, and strengthen their role in policy discourse.

Keywords

PlanetPlay model, Policy, Climate Change, Digital games, Climate change, Policy discourse, Dialogue, Climatic changes, Digital games as research tools, Research tools

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
Average
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