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European Conference on Games Based Learning (ECGBL)
The Play2Act study, run with UNDP under the EU- and UKRI-funded GREAT project, embedded a short climate attitude survey in popular mobile games.
Wide reach. The survey reached about 934,000 players across 188 UN-recognised countries.
The document examines whether digital games can serve as effective global communication tools for gathering public opinion and raising awareness on climate issues, using the Play2Act study as its central evidence base. Conducted with UNDP under the EU- and UKRI-funded GREAT project, the study embedded a short climate attitude survey in popular mobile games, reaching roughly 934,000 players across 188 UN-recognised countries and yielding 181,087 completed surveys, a 15.2% completion rate. The core finding is that games can substantially expand access to citizen opinion data, but participation and response depth vary markedly by demographic and regional group, and some respondents completed the survey suspiciously quickly. These patterns raise legitimate questions about representativeness and the risk of reinforcing existing biases.
Attitudinal results show meaningful variation across gender, region, education, and income. Women were more responsive to environmental narratives, and Europeans displayed the highest awareness of the Paris Agreement at over 50%, compared with 41% in Asia and 37% in Africa. About 77% of respondents believed games raise climate awareness, yet the analysis found only weak correlations between play and engagement outcomes and limited evidence of measurable behavioural change.
The overall conclusion is that games are a promising but imperfect channel for policy-relevant public consultation and awareness-building, yet insufficient on their own for driving systemic action. Their effectiveness would depend on embedding climate policy education within gameplay and on refining metrics for engagement depth. The document's supporting reference material, drawn from fields including environmental engagement, wargaming, and sustainable consumption, reinforces these themes without adding independent quantitative findings.
European Conference on Games Based Learning (ECGBL) · 2025