Avatar Identities and Climate Change Action in Video Games: Analysis of Mitigation and Adaptation Practices

Game UX & Player BehaviorClimate Change Communication ToolsK-12 TeachersUniversity Professors & ResearchersGame Developers & DesignersAdvertising & Marketing Professionals

Title of the Paper

Avatar Identities and Climate Change Action in Video Games: Analysis of Mitigation and Adaptation Practices

Bibliographic Information

  • Subject Area: Gamification and Climate Change Engagement Research
  • Keywords: Gamification, Climate Change, Digital Games, Virtual Characters, Identity, Behavioral Motivation, Environmental Adaptation, Environmental Mitigation, Sustainability

Research Background and Issues

  • Issues and Challenges:

    • Climate change poses a global threat to biodiversity and society, yet public awareness and active participation in addressing climate change remain insufficient.
    • Games are considered potential tools to stimulate engagement with climate change, but existing games lack comprehensive exploration of climate-related identities and actions.
  • Significance:

    • Active public participation and cultural shifts are crucial for reducing greenhouse gas emissions and adapting to climate change.
    • Games can promote cognitive, emotional, and behavioral changes through interactivity and immersive experiences, increasing support for climate policies and the feasibility of pro-environmental behaviors.
  • Research Motivation:

    • To analyze how avatars in 80 digital games address climate change issues, classify player character identities, and examine their roles in climate mitigation and adaptation.

Solutions

  • Research Methods:

    • Content analysis of 80 digital games featuring climate action elements.
    • Focus on the following key points:
      1. Types and characteristics of virtual character identities in games.
      2. How these characters address climate issues.
      3. The relationship between climate actions and game objectives.
  • Identity Classification Method:

    • Using inductive and categorical text analysis to extract six major character identity types based on in-game behaviors, norms, and goal types.
  • Innovations:

    • Proposed six categories of virtual characters, offering a new perspective on understanding the relationship between players and in-game characters/identities.
    • Conducted a systematic analysis of how these identities motivate players to engage in climate action.

Research Findings

  • Character Identity Classification:

    • Climate Selves: Encourage players to directly change real-life behaviors, using their real-world identities to fulfill environmental goals.
    • Climate Citizens: Simulate everyday environmental actions in the virtual world, such as energy conservation and recycling.
    • Climate Heroes: Use professional tools or superpowers to solve climate problems.
    • Empowered Individuals: Operate in sandbox environments, acting as ordinary citizens performing individual actions or participating in group political decisions.
    • Authorities: Exercise power to manage resources and resolve conflicts at community, corporate, or broader levels.
    • Faction Leaders: Lead groups in interacting with external forces and formulating strategies to address environmental issues.
  • Climate Issues and Actions:

    • Mitigation Actions: Include lifestyle changes, public engagement, technology use, energy substitution, policy advocacy, nature-based solutions, and violent measures.
    • Adaptation Actions: Less commonly featured in ordinary citizen roles, primarily concentrated in empowered individuals, authorities, and faction leaders.
  • Relationship Between Characters and Game Objectives:

    • Climate selves, citizens, and heroes feature games where climate action is a primary objective.
    • In games with empowered individuals and leader roles, climate action is a subset of broader objectives but not the sole win condition.
  • Experimental and Evaluation Results:

    • Identified major issues in climate change games, such as the lack of adaptive narratives, controversies around violent actions, and insufficient interaction complexity.
    • Practical experiences from some games, such as hybrid identity effects or open-ended action outcomes, can inform improvements in gamification strategies.
  • Limitations and Future Directions:

    • The study primarily relies on content analysis of games without empirical data from player participation.
    • Future research could explore how different identity types stimulate players' cognitive, emotional, and behavioral changes regarding climate change.
    • Suggested developing more climate adaptation games from the perspective of ordinary citizens and optimizing sustainable practices in game design.

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https://hci.top/en/papers/chi/71972/2022

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DOI: https://dl.acm.org/doi/abs/10.1145/3491102.3517438
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Source
CHI
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Year
2022
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Authors
3 authors
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Subtopics
Game UX & Player Behavior, Climate Change Communication Tools
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Professions
K-12 Teachers, University Professors & Researchers, Game Developers & Designers, Advertising & Marketing Professionals
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Full text indexed
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