Gaming as a Medium for the Expression of Citizens' Views on Environmental Dilemmas.

The decline of traditional media and channels of communication has led to policymakers experiencing difficulty in understanding public sentiment. A case study was conducted to explore how games-based activities can be used to provide a link between citizens and policy makers. A system developed by PlanetPlay, and extended in the GREAT project, was used to embed a survey in the game SMITE. The intervention and survey questions were designed in collaboration with the United Nations Development Programme (UNDP) and the Hi-Rez game studio. The effectiveness of the infrastructure and the collaborative approach were demonstrated. The results revealed some significant differences in views on climate change between different age groups, genders, and education level. However, the data was heavily skewed towards males in the 18-35 age group, and to respondents in the United States, which limited the generalizability of the findings. It was concluded that in-game placement in collaboration with games studios is more effective than paid placement, and that a wider variety of games is needed to ensure that a study has an adequate range of respondent profiles. Finally, reflections are offered on the possible role of artificial intelligence in gathering such data.

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Publication Details

Journal
International Journal of Interactive Multimedia and Artificial Intelligence
Published
2025-02-11
DOI
https://doi.org/10.9781/ijimai.2025.02.006
Primary Topic
Environmental Education and Sustainability
Type
article
Field-Weighted Citation Impact
0.00

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article

Gaming as a Medium for the Expression of Citizens' Views on Environmental Dilemmas.

Anchal Garg, Paul Hollins, Dai Griffiths, Jude Ower
International Journal of Interactive Multimedia and Artificial Intelligence
Environmental Education and Sustainability
article

Gaming as a Medium for the Expression of Citizens' Views on Environmental Dilemmas.

Anchal Garg, Paul Hollins, Dai Griffiths, Jude Ower
article en

Abstract

The decline of traditional media and channels of communication has led to policymakers experiencing difficulty in understanding public sentiment. A case study was conducted to explore how games-based activities can be used to provide a link between citizens and policy makers. A system developed by PlanetPlay, and extended in the GREAT project, was used to embed a survey in the game SMITE. The intervention and survey questions were designed in collaboration with the United Nations Development Programme (UNDP) and the Hi-Rez game studio. The effectiveness of the infrastructure and the collaborative approach were demonstrated. The results revealed some significant differences in views on climate change between different age groups, genders, and education level. However, the data was heavily skewed towards males in the 18-35 age group, and to respondents in the United States, which limited the generalizability of the findings. It was concluded that in-game placement in collaboration with games studios is more effective than paid placement, and that a wider variety of games is needed to ensure that a study has an adequate range of respondent profiles. Finally, reflections are offered on the possible role of artificial intelligence in gathering such data.

International Journal of Interactive Multimedia and Artificial IntelligenceVol. 9(2)
University of Greater Manchester (GB), Universidad Internacional De La Rioja (ES), Codeplay (United Kingdom) (GB)
UK Research and Innovation, United Nations Development Programme, European Commission, HORIZON EUROPE Framework Programme
Openalex Percentile: Top 97%
Environmental Education and Sustainability
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Gaming as a Medium for the Expression of Citizens' Views on Environmental Dilemmas. — Anchal Garg, Paul Hollins, et al. · International Journal of Interactive Multimedia and Artificial Intelligence (2025) | TGRS Research Map | TGRS