Climate change video game

[3] Pfirman et al. observed a game to have higher engagement and as effective in teaching and assessing content on climate change as reading an illustrated article.

Cantor's World,[17] created by UNESCO MGIEP (United Nations Educational, Scientific and Cultural Organization and the Mahatma Gandhi Institute of Education for Peace and Sustainable Development) [18] and Fields of View,[19] requires players to act as countries' chief policymakers, and to set sustainable development goals [20] and then invest in policies to realize those goals.

The game mimics a United Nations emergency climate summit to develop a plan limiting global warming through collaboration between government, business, and civil society representatives.

The game design builds on the key goals in Education for Sustainable Development combining comprehensive views, action competence, learner engagement and pluralism.

Crabby's Reef[39] is a classic arcade-style game created at SeriousGeoGames Lab in the Energy and Environment Institute at the University of Hull, UK.

The Cranky Uncle game[41][42] was developed by Monash University scientist John Cook, in collaboration with creative agency Goodbeast.

Photo pairs from the same site can then be compared to each other in the CrowdWater game to verify the incoming data and to improve the quality of water level time series.

Dissolving Disasters[46][47] was designed for the Rockefeller Foundation[48] Workshop Series on Resilience, held in New York City during July and August 2011.

EcoChains,[51] a board game designed by Joey J. Lee and Stephanie Pfirman and published by Jogolabs,[52] requires players to use action cards to prevent climate change from destroying Arctic food chains.

It focuses on global governance, with goals ranging from improving living conditions in Africa, to preventing catastrophic climate change, to exacerbating it.

Approaching flowers may also have side-effects on the game world, such as bringing vibrant color to previously dead fields or activating stationary wind turbines.

The team viewed their efforts as creating a work of art, removing gameplay elements and mechanics that were not provoking the desired response in the players.

The music, composed by Vincent Diamante, dynamically responds to the player's actions and corresponds with the emotional cues in the game.

Keep Cool is a board game created by the Potsdam Institute for Climate Impact Research and published by the German company Spieltrieb in November 2004.

"[69] LogiCity is an interactive Flash-based virtual-reality based computer game, produced by Logicom and the National Energy Foundation, an English charity.

The game is intended for disaster managers, policy makers, and donors, and it should be played in a large room with tables and chairs.

They can either collaborate democratically to achieve the best outcome for all, or serve their own needs, disregarding the welfare of the rest of the island's inhabitants with attendant consequences.

[50] In a room furnished with tables and chairs, players act as humanitarian workers facing changing climate risks and making individual and collective decisions with consequences.

The game is intended for a range of professions: disaster managers, volunteers, branch officers, meteorological service authorities, donors, etc.

[89] The game is intended for a variety of users, including educators, sustainability experts, public administrators, and members of local communities, and it simulates how nature-based solutions may be developed by stakeholders with varying interests and worldviews.

Rescue Polar Bears[91] is a board game designed by Darren Black and Huang Yi Ming with art by Collin Wang.

Players co-operate with each other by choosing actions and card effects in order to save all the polar bears before the ice they stand on melts.

[95] Players experience having to migrate following climate shocks, and the game is intended to create a sense of bonding among participants.

The goal of the game creators, Stephen W. Pacala and Robert H. Socolow, is to demonstrate that global warming is a problem which can be solved by implementing today's technologies to reduce CO2 emissions.

[96] The object of the game is to keep the next fifty years of CO2 emissions flat, using seven wedges from a variety of different strategies which fit into the stabilization triangle.

Survive the Century[97][98] is a game created in part by Climate Interactive[99] and the National Socio-Environmental Synthesis Center in North Carolina,[100] along with other partners.

Created by The Financial Times[102] and Infosys,[103] challenges players to cut energy-related carbon dioxide and other greenhouse gas emissions significantly by 2050.

Developed by Max Pisciotta, Cassandra Xia and John Sanchez, The Road to 10 Gigatons[106] is an interactive online game requiring players to experiment with different atmospheric carbon removal solutions.

Players consider tradeoffs, such as whether it is possible to provide food for all without exceeding the boundaries of natural ecosystems, or how we might increase climate change mitigation while generating enough energy to meet everyone's basic essential needs.

[120] Suzanne Seggerman, a co-founder of Games for Change, shared these comments in a radio interview: Think about how this next generation of kids could be inspired to be environmentalists and humanitarians.

An in-game screenshot from Fate of the World , a global warming game