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Games Realising Effective and Affective Transformation (societal and cultural domains)

Periodic Reporting for period 1 - GREAT (Games Realising Effective and Affective Transformation (societal and cultural domains))

Reporting period: 2023-02-01 to 2024-04-30

The GREAT project investigates the potential of digital games and the application of games/playful techniques to support the social engagement of citizens in finding priorities for climate policy makers. Data on preferences for different climate policies are collected via surveys displayed in game ads and then transferred to policy-makers with the aim of influencing them to make better climate policies more suited to citizens. Our project team combines academic studies and practical experimentation using the PlanetPlay platform - deployed at scale in hit mobile games expected to reach 3 million players – and long collaborative games based around social dilemmas with small groups to collect more detailed insights, using the SGI platform.

Specifically, we aim to increase the accessibility of the games and platforms to even more diverse audiences and underrepresented groups, ensuring an even higher percentage of participation around the world. We aim to use evidenced-based data to inform appropriate policies on the climate emergencies. The objective of this project is for policy-makers to have a better communication channel with citizens and use well-informed data and citizens' preferences to make appropriate climate policies. The direct results of the project activities include citizen engagement in the climate emergency and their active participation in the policy-making process. Citizens also learn about and have increased awareness of climate change. Democracy is strengthened as a result. Further objectives include 1) understanding the impact that games can have on citizens' engagement in social issues; and 2) assessment of the benefits and risks to citizens of using games for engagement with societal challenges.
- A number of intervention designs including 12 pilot studies have been completed and can be referred to for future case studies. First, these pilot studies were completed with 78 participants to inform the design of activities to support identification of dilemmas and design. Second, the results of the pilots informed the preparation of templates, guidance and activity designs for use in the design and reporting of case studies.

- The 2 game platforms have been improved and extended and are now being further tested in case studies. The SGI DiBL platform is focused on collaborative facilitated game-based learning typically for 10-30 players, whereas the PlanetPlay platform is a single-play short-burst survey engine. The development of a dashboard that can show relevant data from both platforms to policy-makers has been completed.

- A research cycle informing a consistent design of case studies incorporating participatory approaches and citizen science was completed. Good progress has been made towards achieving publication objectives in quantity, quality and in respect of open science with an established group housing academic outputs on Zenodo. Pilot cycles and 3 case studies have been completed - UNDP Exploratory, Green Jobs, Green Roof. 4 case studies are currently in progress - UNDP Play2Act, Waterwise, Prosper and New Automotive. The comprehensive nature of the case studies, address different aspects of policy and social engagement, with the potential to shape policy discussions on a large scale.

- 7 scientific articles have been published. A Special Issue in the Journal of Computer-Assisted Learning is currently under preparation and will be co-edited with the project coordinator of the our sister project - EPIC-WE.
GREAT has developed a new methodology, documentation and resources which are being evaluated and refined through the case study programme. The methodology involves stakeholders in designing enquiries that are of significance to them, and in interpreting the results.

GREAT has demonstrated a significant impact on participant engagement and empowerment. Leveraging existing expertise in citizen science and game prototypes, the project has developed and tested SGI and PP games that involve citizens in various stages of the research process. By engaging over 400 participants in direct research and reaching ca. 400,000 citizens through game-based activities across 8 countries, the project has provided new channels for expressing opinions and engagement in policy decision-making.

GREAT has also introduced a new survey methodology for collecting opinions and attitudes in various research domains and contributed new data on climate-related crises for experts. The outcomes include a better
understanding of how game-based methods can be used as research tools to address social challenges, with game-based approaches now integrated into citizen science initiatives. The impact of these contributions extends to raising awareness, providing new means for engaging diverse target groups, and offering new knowledge on using game-based approaches for scientific inquiry, policy development, and citizen engagement. These insights lay the groundwork for continued research and innovation.

The GREAT team successfully introduced a new approach for the gaming industry, integrating the involvement of citizens in the process and creating opportunities for socially valuable outputs. This has allowed GREAT's commercial partners to expand their portfolios, providing new products and services to a broader range of clients, including public sector institutions.

The project has resulted in the creation of new contacts between GREAT project partners, the gaming industry, the policy domain, and research communities, strengthening the connection between citizens and policy makers. This collaborative effort has led to a deeper understanding of the potential for game-based methods in fostering societal change and transformation, particularly around issues such as climate change.
With 7 policy representatives involved in these activities, policy makers, NGOs, and campaign organisations have begun to adopt these innovative methods for public sector engagement. These tools are now being recognised as effective channels for fostering new formats of political participation, empowering EU citizens to contribute to policy discussions in more meaningful and participatory ways. Furthermore, the GREAT tools have been used by institutions such as schools and are inspiring new knowledge and awareness of the social impact of game-based participation across various stakeholders in society.
Personal mobile device showing the choices each participant can make
Screen showing the dilemma game to all participants
When players have finished the quiz, they are presented with the survey results and progress.
Screen showing the quiz game
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