ClimarisQ: What can we learn from playing a game for climate education?

Abstract. ClimarisQ is both a web and mobile game developed by the Institut Pierre-Simon Laplace to support climate change communication through interactive decision-making. This paper presents an exploratory evaluation of the game based on a post-play questionnaire completed by 77 users. Respondents rated ClimarisQ positively in terms of usability and scientific credibility. Self-reported outcomes indicate that the game supported reflection on the complexity, trade-offs, and uncertainty of climate-related decision-making, rather than the acquisition of factual knowledge, particularly among users with prior expertise. The respondent group was predominantly composed of educated and climate-aware adults, which limits generalization to other audiences. Beyond the questionnaire, the game has been tested in dozens of facilitated sessions with thousands of non-specialist participants, with consistently positive feedback. These results suggest that ClimarisQ can function as a complementary tool for climate education and outreach, especially when used in facilitated settings that encourage discussion and interpretation.

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Publication Details

Journal
Geoscience Communication
Published
2026-02-27
DOI
https://doi.org/10.5194/gc-9-115-2026
Primary Topic
Climate Change Communication and Perception
Type
article
Field-Weighted Citation Impact
0.00
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article

ClimarisQ: What can we learn from playing a game for climate education?

Pascal Yiou, Nada Caud, Davide Faranda, Lucas Taligrot
Geoscience Communication
Climate Change Communication and Perception
article

ClimarisQ: What can we learn from playing a game for climate education?

Pascal Yiou, Nada Caud, Davide Faranda, Lucas Taligrot
article en

Abstract

Abstract. ClimarisQ is both a web and mobile game developed by the Institut Pierre-Simon Laplace to support climate change communication through interactive decision-making. This paper presents an exploratory evaluation of the game based on a post-play questionnaire completed by 77 users. Respondents rated ClimarisQ positively in terms of usability and scientific credibility. Self-reported outcomes indicate that the game supported reflection on the complexity, trade-offs, and uncertainty of climate-related decision-making, rather than the acquisition of factual knowledge, particularly among users with prior expertise. The respondent group was predominantly composed of educated and climate-aware adults, which limits generalization to other audiences. Beyond the questionnaire, the game has been tested in dozens of facilitated sessions with thousands of non-specialist participants, with consistently positive feedback. These results suggest that ClimarisQ can function as a complementary tool for climate education and outreach, especially when used in facilitated settings that encourage discussion and interpretation.

Geoscience CommunicationVol. 9(1)
Centre National de la Recherche Scientifique (FR), Université de Versailles Saint-Quentin-en-Yvelines (FR), Commissariat à l'Énergie Atomique et aux Énergies Alternatives (FR), Université Paris-Saclay (FR), École Normale Supérieure - PSL (FR), Sorbonne Université (FR), Laboratoire des Sciences du Climat et de l'Environnement (FR), CEA Paris-Saclay (FR), London Mathematical Laboratory (GB)
Climate action
Openalex Percentile: Top 48%
Climate Change Communication and Perception
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