Hyppää sisältöön
    • Suomeksi
    • In English
Trepo
  • Suomeksi
  • In English
  • Kirjaudu
Näytä viite 
  •   Etusivu
  • Trepo
  • TUNICRIS-julkaisut
  • Näytä viite
  •   Etusivu
  • Trepo
  • TUNICRIS-julkaisut
  • Näytä viite
JavaScript is disabled for your browser. Some features of this site may not work without it.

Climate Connected: An Immersive VR and PC Game for Climate Change Engagement

Fernández Galeote, Daniel; Legaki, Nikoletta Zampeta; Hamari, Juho (2023-10-06)

 
Avaa tiedosto
fernandez_galeote_2023_Climate_connected_An_immersive_VR_and_PC_game_for_climate_change_engagement.pdf (4.961Mt)
Lataukset: 



Fernández Galeote, Daniel
Legaki, Nikoletta Zampeta
Hamari, Juho
06.10.2023

doi:10.1145/3573382.3616053
Näytä kaikki kuvailutiedot
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-2023112310192

Kuvaus

Peer reviewed
Tiivistelmä
Climate change poses a serious threat to human well-being and life on Earth. To avoid global warming's worst consequences every effort is needed, which requires cognitively, affectively and behaviorally engaging of as many of us as possible. However, climate change engagement is far from easy or simple, with manifold personal and contextual variables affecting our connection with the issue. Because of this, games and gamification have been proposed as visual, interactive, and motivating methods to support people in their engagement journey. Despite dozens of climate change-relevant digital games existing, some configurations are under-explored, including messaging frames such as health, engagement dimensions beyond knowledge, technologies such as immersive virtual reality (VR), and controlled experimental research methods. In this article, we present Climate Connected: Outbreak, a story-based single-player game for immersive VR and traditional computer screens that approaches climate change as a planetary health and well-being issue and supports players in their affective and behavioral connection to it. The game takes place in 2050 and connects day-to-day objects with systemic issues. Two versions can be played, one featuring an unnamed distant place and the other located in Tampere, Finland. The game has been used in research and has led to nuanced understandings of the players' experience, as well as learning, attitude, and self-efficacy gains.
Kokoelmat
  • TUNICRIS-julkaisut [22384]
Kalevantie 5
PL 617
33014 Tampereen yliopisto
oa[@]tuni.fi | Tietosuoja | Saavutettavuusseloste
 

 

Selaa kokoelmaa

TekijätNimekkeetTiedekunta (2019 -)Tiedekunta (- 2018)Tutkinto-ohjelmat ja opintosuunnatAvainsanatJulkaisuajatKokoelmat

Omat tiedot

Kirjaudu sisäänRekisteröidy
Kalevantie 5
PL 617
33014 Tampereen yliopisto
oa[@]tuni.fi | Tietosuoja | Saavutettavuusseloste