Policy Insight Brief

This compendium brings together five policy briefs produced within the framework of the GREAT(Games Realising Effective and Affective Transformation) project, an international researchinitiative exploring the potential of gaming to foster public engagement and enhance dialoguebetween citizens and policymakers on pressing societal issues. Each brief reflects a distinctdimension of this work: 1) the adoption of game-based methods to surface citizen perspectivesand inform policy design; 2) the evolving role of the global gaming industry in advancingenvironmental sustainability; and 3) in-depth case studies demonstrating how interactive dilemma games can support policy innovation in areas such as urban green infrastructure or green jobs foryouth. Together, the five documents offer complementary insights into how game-based tools andparticipatory design can be leveraged to support inclusive, data-driven policymaking in the contextof climate change and sustainable development. This collection is intended as a resource forpolicymakers, researchers, and stakeholders committed to harnessing digital culture fortransformative civic and environmental action. They have been strategically distributed tostakeholders and are available on Zenodo (see references at the end of the document), where theyhave already reached around 1.000 views in total.

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Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2026-02-09
DOI
https://doi.org/10.5281/zenodo.18549371
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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Policy Insight Brief

Anna Merry, Barbara Kieslinger, Paul Hollins, Katharina Koller et al.
Zenodo (CERN European Organization for Nuclear Research)
Educational Games and Gamification
article

Policy Insight Brief

Anna Merry, Barbara Kieslinger, Paul Hollins, Katharina Koller, Jude Ower, Claudia Magdalena Fabian
article en

Abstract

This compendium brings together five policy briefs produced within the framework of the GREAT(Games Realising Effective and Affective Transformation) project, an international researchinitiative exploring the potential of gaming to foster public engagement and enhance dialoguebetween citizens and policymakers on pressing societal issues. Each brief reflects a distinctdimension of this work: 1) the adoption of game-based methods to surface citizen perspectivesand inform policy design; 2) the evolving role of the global gaming industry in advancingenvironmental sustainability; and 3) in-depth case studies demonstrating how interactive dilemma games can support policy innovation in areas such as urban green infrastructure or green jobs foryouth. Together, the five documents offer complementary insights into how game-based tools andparticipatory design can be leveraged to support inclusive, data-driven policymaking in the contextof climate change and sustainable development. This collection is intended as a resource forpolicymakers, researchers, and stakeholders committed to harnessing digital culture fortransformative civic and environmental action. They have been strategically distributed tostakeholders and are available on Zenodo (see references at the end of the document), where theyhave already reached around 1.000 views in total.

Zenodo (CERN European Organization for Nuclear Research)
University of Greater Manchester (GB), Frederick University (CY), Blue Planet (Norway) (NO)
Industry, innovation and infrastructure
Openalex Percentile: Top 64%
Educational Games and Gamification
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