Videojuegos, arte y cocreación para la comunicación climática: una experiencia de innovación social

Purpose. This study explores how videogames as cultural products, together with art and co-creation, can foster social innovation and scientific climate communication from a public institution. Methodology. A qualitative methodology combining action research, participant observation and living lab dynamics was applied. The analysis focused on 18 videogames co-created by teams of artists, scientists and students. Results and conclusions. The findings reveal the strong potential of serious games as tools for media literacy, knowledge transfer and civic engagement. Through playful metaphors and gamified narratives, complex scientific concepts are made accessible and engaging for audiences. Although 55% of the stories adopt a pessimistic outlook on climate futures, a constructive and hopeful approach dominates. Original contribution. This research presents an innovative model for science communication in public universities by leveraging co-creation and gamification as drivers for social change in the digital and ecological transition era.

Publication Details

Journal
Dialnet (Universidad de la Rioja)
Published
2025-01-01
Primary Topic
Theoretical and Computational Physics
Type
article
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article

Videojuegos, arte y cocreación para la comunicación climática: una experiencia de innovación social

Dialnet (Universidad de la Rioja)
Theoretical and Computational Physics
article

Videojuegos, arte y cocreación para la comunicación climática: una experiencia de innovación social

article en

Abstract

Purpose. This study explores how videogames as cultural products, together with art and co-creation, can foster social innovation and scientific climate communication from a public institution. Methodology. A qualitative methodology combining action research, participant observation and living lab dynamics was applied. The analysis focused on 18 videogames co-created by teams of artists, scientists and students. Results and conclusions. The findings reveal the strong potential of serious games as tools for media literacy, knowledge transfer and civic engagement. Through playful metaphors and gamified narratives, complex scientific concepts are made accessible and engaging for audiences. Although 55% of the stories adopt a pessimistic outlook on climate futures, a constructive and hopeful approach dominates. Original contribution. This research presents an innovative model for science communication in public universities by leveraging co-creation and gamification as drivers for social change in the digital and ecological transition era.

Dialnet (Universidad de la Rioja)
Climate action
Openalex Percentile: Top 63%
Theoretical and Computational Physics
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Videojuegos, arte y cocreación para la comunicación climática: una experiencia de innovación social · Dialnet (Universidad de la Rioja) (2025) | TGRS Research Map | TGRS