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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Climate change gamification: A literature review</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Dorina Rajanen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mikko Rajanen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Oulu, Finland INTERACT Research Unit</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <fpage>8</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>Climate change is a global issue with impacts that span across ecological, social and economic systems. Climate change literacy and engagement are crucial in implementing successful adaptation and mitigation strategies to overcome the negative impacts of climate change. Gamification is one communication and educational approach that can be used to increase both literacy and engagement. This paper provides a state-of-the-art of climate change gamification research through a systematic literature review. The findings from reviewing 14 primary studies show that climate change gamification is a research area that deserves more attention from researchers as there is a limited number of studies addressing this important issue. More quantitative studies as well as longitudinal studies are sought, as they provide a higher strength of evidence of how gamification can enhance engagement. Only two controlled experiments were identified, while majority of studies relied on qualitative and cases study approaches. Gamification applications covered all functions of climate change engagement, namely delivering information, raising ethical awareness, and eliciting decisionmaking and behavioral changing through simulation. All studies, except two, showed successful application of gamification approach to climate change communication. Our literature review indicates also that more studies are necessary to advance the research area and we provide a research agenda with specific directions to follow.</p>
      </abstract>
      <kwd-group>
        <kwd>Climate change</kwd>
        <kwd>Gamification</kwd>
        <kwd>Systematic Literature Review</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Global climate change is the most urgent and far-reaching environmental issue that has
affected the socio-ecological health [
        <xref ref-type="bibr" rid="ref1 ref2">1,2</xref>
        ]. The scientists have reached the global
consensus that there is an urgent need to act to overcome the social and environmental
impact of climate change [
        <xref ref-type="bibr" rid="ref1 ref2">1,2</xref>
        ]. The scientists estimate that we have 10-15 years in
which to implement drastic changes in our lifestyles and policies to avoid dangerous
levels of climate changes with severe impacts on nature and socioeconomic life [
        <xref ref-type="bibr" rid="ref1 ref2">1,2</xref>
        ].
The actions that people do today determine what kind of future the world and
humankind will face tomorrow.
      </p>
      <p>
        However, it is not easy to educate and engage the public and policymakers towards
such a complex issue as climate change [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Despite the increasing exposure to climate
change news, stories, experiences and recommendations, there are still discrepancies
between public, policymakers, and scientific opinions on climate change adaptation and
mitigation (see e.g., [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]). The climate change literacy plays a vital role in promoting
good political decisions and changes in individual behavior and consumption patterns
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. However, the traditional mass media communication of scientific climate change
facts, information, and calls for behavioral changes has been shown to be ineffective to
produce actual changes in individual behavior and living practices [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The main reason
is that climate change is not perceived as a personally relevant issue, it is considered
distant in both time and space, and therefore is also associated oftentimes with
uncertainties and political and economic interests [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Therefore, new and more impactful
communication means are needed to engage the public and the policy makers towards
climate change issues through adaptation and mitigation strategies and actions (see e.g.,
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]). Recent discourses on climate change communication highlight the need for a
paradigm shift in communication, namely communication as interaction as well as a
constitutive, meaning-making approaches to communication [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Both these approaches,
communication as interaction and meaning-making communication involve some level
of interaction and participation from the individuals, that is, a two-way communication
that gives also a sense of empowerment and triggers agency [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. One method that has
the potential to engage individuals and various stakeholders towards climate change
through interactive, participatory and meaning-making communication is gamification.
      </p>
      <p>
        Gamification was originally defined as the use of game elements in non-gaming
context to improve user experience and user engagement [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Games are appealing to
researchers because of their ability to engage and motivate [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The idea of employing
fun and game elements in computer-aided learning belonged to Malone in 1980s (see
[
        <xref ref-type="bibr" rid="ref11 ref12">11,12</xref>
        ]). Games in general are powerful tools for creating positive emotions, enhancing
cognition, and stimulating behaviour, and therefore they could potentially increase
engagement with climate change. However, games are typically used in voluntary
contexts and for entertainment. There are two main approaches to introduce games in
practical contexts: serious games and gamification. Serious games (see e.g., [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]) are games
that have a practical purpose, such as learning a language, developing a skill,
understanding a complex concept or problem; they do not necessarily include a playful or
fun experience, however, they embed rules and game dynamics that enable players to
progress and attain specific goals, and also to learn about specific concepts and issues
in the process of game play. On the other hand, gamification [
        <xref ref-type="bibr" rid="ref14 ref9">9,14</xref>
        ] represents an
approach to inspire, motivate, change behaviour through game play or gameful
experience. The same objective can be achieved through serious games and gamification, but
using a different mechanism; e.g., in learning contexts, serious games influence the
learner directly through the topic and story of the game, while gamification influences
the learner indirectly by changing, for example, the habit, interest, and behaviour
towards learning (see [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]). The gamification has been showed to improve motivation
and engagement towards learning and performance, but just implementing some
gamification mechanisms does not necessarily lead to significant results; thus, to be
effective, the gamification design should aim to bring about gameful experiences [
        <xref ref-type="bibr" rid="ref14 ref15">14,15</xref>
        ]. In
this paper, the term gamification includes all three approaches: games, serious games,
and gamification systems. A similar conceptualization of gamification was also
employed by Koivisto and Hamari [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] in their review.
      </p>
      <p>
        Gamification can bring climate change communication to a new level by harnessing
the individuals' abilities and interests through well designed technological affordances.
Climate change gamification applications can, for example, highlight the sense of
urgency, accelerate the climate change awareness, while building a capacity and a sense
of agency for changing the future through today's actions and behavioral change [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
This approach has therefore the potential to address the psychological distance issue of
climate change (see [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]).
      </p>
      <p>Recently there has been an increase in studies that explore the potential of
gamification in the climate change context; though these are not yet very numerous, they
represent a promising and important step towards addressing the challenge of climate
change. In this paper, we aim to analyze and synthesize the climate change gamification
literature, with the purpose to provide a state-of-the art overview of the climate change
gamification literature to support further studies on climate change communication and
engagement through gamification. The research questions guiding the study were: 1)
What research approaches are employed in studying gamification for climate change
engagement? and 2) To what extent gamification is successful in engaging individuals
with climate change? To answer these questions, we characterize the factors employed
in the gamification, the employed research methods, the strength of evidence, the
publication forums and years. Thus, this review provides a very timely assessment of the
current knowledge, development guidelines and best practices on the climate change
gamification area. To this end, we conduct a systematic literature review (SLR) whose
process is described in detail in section 2. Section 3 presents the results, and section 4
discusses the findings, implications and conclusions.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Procedure and methods</title>
      <p>
        Analyzing the use, impact, and significance of gamification in climate change
engagement, as well as identifying the ways gamification has been used in this context are
especially timely and important. However, the research in this area is sparse, thus this
paper aims at reviewing the existing research to identify empirical findings, as well as
methodological and conceptual bases upon which to build further studies and propose
a research agenda. In this study we aim to provide through a systematic literature review
(SLR) an outline of the scientific publications that have studied the use of gamification
in climate change engagement. The guidelines by Aveyard [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] are used as the main
source and methodology for designing and conducting this systematic literature review
(SLR). For specific information on the SLR pertaining to this study, we utilized also
other sources that provided general guidelines for conducting SLR (i.e., [
        <xref ref-type="bibr" rid="ref18 ref19">18,19</xref>
        ]), and
practical insights and examples about conducting SLR in gamification context (i.e.,
[
        <xref ref-type="bibr" rid="ref20 ref21 ref22">20-22</xref>
        ]).
      </p>
      <p>
        After clarifying the aim of the review and formulating the research questions, we
defined a search protocol and conducted the review accordingly. Preliminary searches
helped to formulate the final search phrase and select the search database. Following
the guidelines of Hamari and Keronen [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], the search was undertaken in the Scopus
database. The final search phrase was as follows.
("climate change" OR "global warming" OR "extreme weather" OR "extreme
event") AND (gamification OR gameplay OR "educational game" OR "serious
game" OR "computer game" OR "mobile game" OR "digital game" OR "online
game") in the field Title-Abstract-Keywords.
      </p>
      <p>To assess the suitability and relevance of a potential primary study, we created a list
of inclusion and exclusion criteria (see Table 1). These criteria considered aspects
relevant to the topics of this research (e.g., to include articles about climate change
engagement and gamification in some form), the accessibility of the articles (e.g.,
language and availability), and the quality of the research (e.g., peer-reviewed articles that
describe at enough level the research method and data).</p>
      <p>•
•
•
•
•
•
•
•
•
•
•
•</p>
      <p>The search was conducted on 3rd of December 2018 and resulted in 86 search hits.
Three of these were duplicates and removed, thus the dataset of retrieved primary
studies contained 83 papers. These articles were first screened based on the title and abstract
as to their fulfilment of inclusion and exclusion criteria. Twenty articles were retained
as the result of the screening, while 63 articles were excluded.</p>
      <p>The full text of selected articles was downloaded, read and evaluated as to their
fulfillment of inclusion and exclusion criteria. Six papers were excluded for failing to meet
the inclusion/exclusion and quality criteria. The list of primary studies selected for
systematic review comprised 14 scientific articles. The selected papers were analyzed,
relevant information was extracted, and the results synthesized in Table 2.</p>
      <p>High
(Multiple case
study)
Strength of Results
evidence
High Unsuccessful, no statistically
sig(control group) nificant differences between
ex</p>
      <p>perimental and control groups
Low
(Qualitative case study
with few
participants)
High
(Systematic literature
review)</p>
      <p>
        Successful, emergent
understanding of climate change as a
systems problem
Successful, adaptation games are
an effective tool for engaging
with diverse public and enable
social learning
Successful, participatory games
can be used to engage
multistakeholder groups in discussion
around complex issues
Successful, serious games can be
used effectively in enhancing
strategic foresight in
climatechange related disaster risk
reduction
Angel et al.,
2015 [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]
Medium
(Qualitative
case study)
High (Control
group)
Low (Qualita- Successful, gamification provides
tive case study, the young players with better
mono theoretical tivation to follow through some
framework, real-life green habits
small set of
data)
Medium
(Qualitative
case study)
      </p>
    </sec>
    <sec id="sec-3">
      <title>Results</title>
      <p>We analyzed the 14 primary studies systematically and coded them for issues relevant
to this study. Two categories of issues are extracted: research methods issues, and
topical issues related to climate change gamification. Table 2 presents the selected primary
studies and the results of the analysis. Together with the characteristics of the studies
in terms of year of publication and forum of publication, these results provide an
overview of the research in this area.</p>
      <sec id="sec-3-1">
        <title>3.1 Publication years and forums</title>
        <p>The studies on climate change gamification started around year 2011, while increasing
in number after 2013, with a peak on 2015, and a constant interest holding so far in
2018. The studies are published in various journals and conferences, that can be
categorized into three main fields: education, environment, and entertainment.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2 Research approaches</title>
        <p>Regarding the research approaches, first, we analyzed the research method identified
in the primary study, while also considering the data gathering and evaluation methods.
Second, we identified the theoretical framework that was used in the primary study, to
highlight the theoretical lenses that have been used in the climate change gamification
literature. The analysis of the research approach was done for answering the first
research question (What research approaches are employed for studying gamification of
climate change engagement?) and for performing the quality appraisal1 of the studies
to identify the strength of evidence on how successful gamification is for climate
change engagement.</p>
        <p>
          Most of the studies framed the research within a learning or educational theoretical
background. The empirical studies in our review employed especially qualitative
research approaches (7 studies of which 6 are case studies). The next most popular
approaches were mixed methods and quantitative approaches, with 3 studies each. Among
the reviewed studies, one article was a systematic literature review of 43 primary
studies (see Flood et al. [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ]). We included this study in the review, as it provides a high
strength of evidence that serious games are successful in engagement and decision
making of climate change adaptation. However, their study differs from ours in that they
focus only on adaptation and serious games; only two studies in our study are reviewed
in [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ]. While [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ] employed more search databases, the higher number of articles
retrieved is also due to the different inclusion and exclusion criteria. We have retained
only conference and journal articles which addressed the climate change engagement,
while [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ] included also 8 reports, working papers and book chapters. They included
1 Quality appraisal is a step in the SLR that is used to assess the strength of evidence
provided by a study to answer a research question based on the research method and
the nature of the data and data analysis (see [
          <xref ref-type="bibr" rid="ref17 ref35">17,35</xref>
          ]).
also studies on other environmental topics than climate change, such as watershed
management and livestock systems.
        </p>
        <p>
          To assess the reliability and validity of the results, we investigated the sources of
data (data gathering, data analysis procedures, the amount of data), based on which we
assessed the strength of evidence (i.e., how strongly one can rely on the results using
own hierarchy of evidence, see [
          <xref ref-type="bibr" rid="ref17 ref35">17,35</xref>
          ]). As outlined by Aveyard [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ], for assessing the
strength of evidence, we considered the amount and quality of the data in the study and
categorized the studies into either High, Medium or Low strength of evidence,
according to our own hierarchy of evidence relevant to the goals of our literature review. We
found that 4 studies provided a high strength of evidence on how gamification is
successful in climate change engagement; one SLR study, two controlled experiments, and
one study of multiple case studies (see Nussbaum et al. [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], Flood et al. [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ], Ouriachi
et al. [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ], and Parker et al. [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ]).
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3 Climate change gamification</title>
        <p>
          To answer the second research question, we analyzed the results and the context in each
primary study to identify interesting contexts of successful gamification. We have
identified the type of gamification used in the study (e.g., type of game, serious game,
gamification) to have an overview on what types of gamification have been applied to the
climate change context. We employed the taxonomy proposed by Eliëns et al. [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ] and
categorized the focus of the climate change gamification studies. Accordingly, we
describe the studies in terms of pathos (informing the player about the climate change and
its consequences using emotional clues), ethos (challenging the player how to become
climate-correct), and logos (presenting the player with climate facts such as prediction
models for simulation). Finally, we summarized the results of the study in terms of
success, to obtain an overview of the results and cross-analyze with other study
dimensions such as focus, frame and methodology.
        </p>
        <p>
          Studies varied with respect to the media employed, thus, not only digital games are
implemented, but also physical, such as board games, and social gameplay. These have
been found to be surprisingly effective in eliciting the desired behavior. Generally, all
studies showed positive results of gamification, with two exceptions. One study
(Ouriachi et al. [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]), using a controlled experiment has failed to show significant
differences between the control group and experimental group exposed to gamification.
Another study (Seebauer [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]), using quantitative research approach to evaluate the
educational function of a quiz-type game, showed partial success of gamification; some
aspects of gamification were not found effective in the entertainment function of the
game, and thus partially failing to elicit engagement with the game. In the next section,
implications of the findings are discussed.
4
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Discussion and Conclusions</title>
      <p>The SLR provided us with a characterization of studies that address gamification for
climate change engagement. The reviewed studies varied with respect to their research
methods but were mostly framed within a learning theoretical background. The studies
addressed games that were implemented using various media and technologies (digital,
physical, social). They focused on various climate change responses (i.e., adaptation
and mitigation), various foci (ethos, logos, and pathos), and various target participants.</p>
      <p>The findings show that climate change gamification is a research area that deserves
more attention from researchers as there is only a limited number of studies addressing
this important issue. Our literature review indicates thus that more studies are necessary
to advance the research area and in the following we provide a research agenda with
specific directions to follow.</p>
      <p>The selected climate change gamification studies were published in a wide variety
of publication forums; generally classified as environmental research, education, and
entertainment. To consolidate climate change gamification research, the studies could
be explicitly directed to specific publication forums and could adopt a more dialogical
approach through cross-referencing and incremental development. One of the
contributions of this study is that it provides a starting point for this incremental development
in climate change gamification, by identifying characteristics of the studies, the degree
of success, and the strength of evidence of the results. The reported cross-perspective
of the dimensions of the studies provides an assessment of what limitations there are in
the current knowledge and what can be done to contribute to the research area.</p>
      <p>Studies with high strength of evidence form the foundation upon which new theories
and hypotheses can be built. A small number of studies with control groups is
problematic for a reliable assessment of the success of climate change gamification. Thus, more
experimental studies are needed to establish the effectiveness of gamification in climate
change engagement. The findings in this respect indicate that advancing the climate
change gamification as a field of study is slow, but the trend is promising. However,
longitudinal studies were missing from the employed approaches, while these are
especially needed to assess to what extent the learned skills are applied in real life.</p>
      <p>Regarding the climate change gamification focus, many studies had two or more
different foci to address climate change engagement. Many of the games assumed the
informative and emotional function (pathos), ethical function (ethos), and
decisionmaking and behavioral changing function (logos) of the climate change
communication. We recommend all three functions to be addressed in the gamification, for the
communication to be effective and triggering engagement.</p>
      <p>The state of the art best practices of climate change gamification highlights the
success of non-digital games. This can be studied further to investigate what makes them
successful when compared to digital games, as well as to build and evaluate digital
games that borrow these successful factors from non-digital games.</p>
      <p>In summary, research in this area is relatively sparse, however, most of the studies
show to some degree of evidence the success of gamification in climate change
communication and engagement. This paper reviewed the existing research and identified
empirical findings, as well as conceptual and methodological bases upon which to build
further studies and propose novel research agendas and approaches for climate change
gamification. The review identified theoretical frameworks used to approach climate
change communication and education through gamification. The results of this study
showed that gamification is an effective tool for engaging with diverse stakeholders
and to enable learning, changes in public policy, and behavioral change.
Acknowledgements: This research was possible thanks to a postdoctoral research
grant from Jenny and Antti Wihuri Foundation to whom we are grateful.
Primary studies are marked with * in the reference list.</p>
    </sec>
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