Newsletter January 2026

The GREAT Project: How Games Are Shaping Climate Policy A Horizon Europe-funded initiative has demonstrated that video games can serve as powerful civic tools, not just entertainment. Across three years and twelve international case studies, the GREAT Project engaged nearly one million players in sustainability content, achieving 70%+ completion rates and collecting responses from almost every country worldwide. With 79% of participants reporting positive behavioural changes, the project proves that embedding climate dialogue into games, from Subway Surfers to classroom serious games, can reach audiences traditional policy consultation simply cannot. We look at the key findings, risks, and what comes next for this groundbreaking work.

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Institutions

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2026-03-13
DOI
https://doi.org/10.5281/zenodo.19003412
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Newsletter January 2026

Jane Yin-Kim Yau
Zenodo (CERN European Organization for Nuclear Research)
Educational Games and Gamification
article

Newsletter January 2026

Jane Yin-Kim Yau
article en

Abstract

The GREAT Project: How Games Are Shaping Climate Policy A Horizon Europe-funded initiative has demonstrated that video games can serve as powerful civic tools, not just entertainment. Across three years and twelve international case studies, the GREAT Project engaged nearly one million players in sustainability content, achieving 70%+ completion rates and collecting responses from almost every country worldwide. With 79% of participants reporting positive behavioural changes, the project proves that embedding climate dialogue into games, from Subway Surfers to classroom serious games, can reach audiences traditional policy consultation simply cannot. We look at the key findings, risks, and what comes next for this groundbreaking work.

Zenodo (CERN European Organization for Nuclear Research)
DIPF | Leibniz Institute for Research and Information in Education (DE)
Climate action
Openalex Percentile: Top 23%
Educational Games and Gamification
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