Evaluating the effect of a commercial video game on pro-environmental behaviour and its determinants: a pre-post survey study

Abstract Commercial video games reach billions of people worldwide and may offer a scalable opportunity to engage players in climate and environmental action. However, little empirical research has assessed whether these games can influence the pro-environmental behavioural determinants or actions they aim to promote. To address this gap, we evaluated a 21-day “green activation” embedded in Love & Pies, a popular mobile game participating in the 2024 Green Game Jam. The activation encouraged players to adopt pro-environmental behaviours in food consumption, waste management, and habitat restoration through techniques like educational messaging and stories from activists and players. Using a pre–post survey design (N = 33,910), we assessed players’ self-reported pro-environmental behaviours and key behavioural determinants (e.g., knowledge), linking responses to objective gameplay data. At baseline, players reported moderate levels of subjective knowledge, perceived capability, and outcome efficacy across all three environmental issues. However, one in five players showed low levels of capability and knowledge, suggesting potential targets for intervention. Engagement with the activation, measured by milestones completed, was associated with small increases in subjective knowledge and, to a lesser extent, perceived capability. No consistent associations were observed for other determinants or self-reported behaviours. These findings align with prior research suggesting that games may more readily influence behavioural determinants than actual behaviours. However, commercial games may be a useful tool for engaging broad audiences with climate issues, particularly when grounded in behavioural theory and designed for repeated exposure to messaging. This study also highlights several design and evaluation challenges in commercial game environments, as well as future opportunities for collaborative research at the intersection of behavioural science, climate communication, and interactive media.

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Publication Details

Journal
Humanities and Social Sciences Communications
Published
2026-11-06
DOI
https://doi.org/10.1057/s41599-026-09437-5
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Evaluating the effect of a commercial video game on pro-environmental behaviour and its determinants: a pre-post survey study

Amy Rodger, Trevin York, Clayton Whittle
4 links
Humanities and Social Sciences Communications
Educational Games and Gamification
article

Evaluating the effect of a commercial video game on pro-environmental behaviour and its determinants: a pre-post survey study

Amy Rodger, Trevin York, Clayton Whittle
article en

Abstract

Abstract Commercial video games reach billions of people worldwide and may offer a scalable opportunity to engage players in climate and environmental action. However, little empirical research has assessed whether these games can influence the pro-environmental behavioural determinants or actions they aim to promote. To address this gap, we evaluated a 21-day “green activation” embedded in Love & Pies, a popular mobile game participating in the 2024 Green Game Jam. The activation encouraged players to adopt pro-environmental behaviours in food consumption, waste management, and habitat restoration through techniques like educational messaging and stories from activists and players. Using a pre–post survey design (N = 33,910), we assessed players’ self-reported pro-environmental behaviours and key behavioural determinants (e.g., knowledge), linking responses to objective gameplay data. At baseline, players reported moderate levels of subjective knowledge, perceived capability, and outcome efficacy across all three environmental issues. However, one in five players showed low levels of capability and knowledge, suggesting potential targets for intervention. Engagement with the activation, measured by milestones completed, was associated with small increases in subjective knowledge and, to a lesser extent, perceived capability. No consistent associations were observed for other determinants or self-reported behaviours. These findings align with prior research suggesting that games may more readily influence behavioural determinants than actual behaviours. However, commercial games may be a useful tool for engaging broad audiences with climate issues, particularly when grounded in behavioural theory and designed for repeated exposure to messaging. This study also highlights several design and evaluation challenges in commercial game environments, as well as future opportunities for collaborative research at the intersection of behavioural science, climate communication, and interactive media.

Humanities and Social Sciences Communications
University of Edinburgh (GB)
Economic and Social Research Council
Climate action
Openalex Percentile: Top 100%
Educational Games and Gamification
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