A call for robust evaluations of the impacts of serious games for climate change mitigation: The Climate Fresk as a global case study

Serious games and gamified workshops are increasingly used in sustainability education, yet their actual cognitive, emotional, attitudinal, and behavioral impacts remain under-evaluated. The Climate Fresk is a widely implemented example, with over two million participants in more than 150 countries. Designed to raise climate awareness through collaborative learning and emotional engagement, its growing popularity contrasts with the limited scientific assessment of its effectiveness. This perspective paper uses The Climate Fresk as a case study to examine the broader challenges of evaluating serious games in climate education. Drawing on insights from environmental psychology, educational and behavioral sciences, we analyze its potential mechanisms of action, identify key moderating factors, such as participant characteristics, facilitator attributes, and implementation context, and highlight limitations in current evaluation practices. We conclude by outlining a research agenda that emphasizes the need for rigorous, theory-driven experimental designs, including randomized controlled trials focused on relevant psychological determinants of behavior change. Such efforts are essential to establish the evidence base required to improve the effectiveness, reproducibility, and scalability of gamified climate education interventions. • Serious games and gamified workshops are increasingly used for climate education, yet their cognitive, emotional, and behavioral impacts remain under-evaluated. • The Climate Fresk, with over two million participants worldwide, serves as a global case study to illustrate the challenges of assessing such interventions. • Current evidence suggests possible short-term effects on knowledge, emotions, and pro-environmental intentions, but limited proof of lasting behavioral change. • Effectiveness likely depends on moderating factors such as facilitator style, participant characteristics, and implementation context. • The paper calls for theory-driven, rigorous evaluation methods—particularly randomized controlled trials—to strengthen the evidence base for gamified climate education.

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Publication Details

Journal
Journal of Environmental Psychology
Published
2026-02-04
DOI
https://doi.org/10.1016/j.jenvp.2026.102942
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

A call for robust evaluations of the impacts of serious games for climate change mitigation: The Climate Fresk as a global case study

Guillaume Chevance, Louis Hognon, Pierre Bernard, Claudia Teran-Escobar et al.
Journal of Environmental Psychology
Educational Games and Gamification
article

A call for robust evaluations of the impacts of serious games for climate change mitigation: The Climate Fresk as a global case study

Guillaume Chevance, Louis Hognon, Pierre Bernard, Claudia Teran-Escobar, Pauline Caille
article en

Abstract

Serious games and gamified workshops are increasingly used in sustainability education, yet their actual cognitive, emotional, attitudinal, and behavioral impacts remain under-evaluated. The Climate Fresk is a widely implemented example, with over two million participants in more than 150 countries. Designed to raise climate awareness through collaborative learning and emotional engagement, its growing popularity contrasts with the limited scientific assessment of its effectiveness. This perspective paper uses The Climate Fresk as a case study to examine the broader challenges of evaluating serious games in climate education. Drawing on insights from environmental psychology, educational and behavioral sciences, we analyze its potential mechanisms of action, identify key moderating factors, such as participant characteristics, facilitator attributes, and implementation context, and highlight limitations in current evaluation practices. We conclude by outlining a research agenda that emphasizes the need for rigorous, theory-driven experimental designs, including randomized controlled trials focused on relevant psychological determinants of behavior change. Such efforts are essential to establish the evidence base required to improve the effectiveness, reproducibility, and scalability of gamified climate education interventions. • Serious games and gamified workshops are increasingly used for climate education, yet their cognitive, emotional, and behavioral impacts remain under-evaluated. • The Climate Fresk, with over two million participants worldwide, serves as a global case study to illustrate the challenges of assessing such interventions. • Current evidence suggests possible short-term effects on knowledge, emotions, and pro-environmental intentions, but limited proof of lasting behavioral change. • Effectiveness likely depends on moderating factors such as facilitator style, participant characteristics, and implementation context. • The paper calls for theory-driven, rigorous evaluation methods—particularly randomized controlled trials—to strengthen the evidence base for gamified climate education.

Journal of Environmental PsychologyVol. 110
Inserm (FR), École des Hautes Études en Santé Publique (FR), Université Rennes 2 (FR), Université Paris Nanterre (FR), Institut de Recherche en Santé, Environnement et Travail (FR), Agence Parisienne du Climat (FR), Université de Rennes (FR)
Climate action
Openalex Percentile: Top 68%
Educational Games and Gamification
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