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Chapter summary
10.1 Introduction
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In the popular science book Reality is broken – why games make us better
and how they can change the world, McGonigal (2011) elaborates on the
hypotheses that games have the potential to help solve real-world prob-
lems. She formulates a number of assumptions about characteristics of
modern games that can lead to such positive effects (see Section 10.2.3).
However, first, two examples of climate change-related computer games
will be presented in some detail to get an idea of how such games
compare to “ordinary” games.
community because it reduces the flow of other resources, but this will
not necessarily affect the player(s) who use the most oil. However, the
player might also decide to sequester (to “destroy”) oil during the game
instead of using it, thus giving up on the benefits of oil use. This per-
sonal sacrifice is rewarded by an “environmentalism” token, with the
player with most such tokens winning the game in the case when
a total environmental collapse occurs before the game is ended. The
rulebook also contains a short concluding educational section about cli-
mate change and the effects of uncontrolled use of non-regenerative
resources.
In total, the mechanisms in the game are relatively simple. There is a
simple relationship between use of oil and the occurrence of disasters;
the benefits of oil use are big for each individual player which makes
it highly attractive to “overlook” their negative consequences. Often, a
strategy of excessive oil use will make a player win, even if the island
world would have collapsed shortly after. However, experiencing this
inner drive to sacrifice the island community for the short-term win is
educational in itself, as the author can report from own experience.
game. Also, elements of lobbyism have been integrated into the game to
simulate its effect on climate change policies.
The game, which can also be played as a single player game, is highly
complex and simulates the intertwined mechanisms of energy supply,
CO2 emissions, energy demand, and scientific progress. Interestingly,
the game’s difficulty has not been adjusted to make it more player-
friendly so that in most games, especially with inexperienced players,
the simulated world collapses because of too high CO2 levels at one
point of the game. Nevertheless, the players have the tools to prevent
this negative outcome, as almost all effects are caused by the decisions
of the players.
fairness (F) are also important principles of human behaviour that are
effective under certain conditions. Greed is stronger when the stakes
for a decision are raised and when the uncertainty about the negative
collective outcome is higher (Borgstede et al., 2013). Efficiency motiva-
tions, which means to maximise the total outcomes while keeping the
common resource intact, are strongest when fairness is understood as
equity, which means that people should be rewarded proportionally to
their input (Borgstede et al., 2013). Fairness can be perceived according
to three principles: the equity principle (people receive in proportion
to what they put in), the equality principle (people receive all the same
share), and the need principle (people receive according to their need)
(Borgstede et al., 2013).
One study investigated if travel mode choice bears the characteristics
of a social dilemma situation (Van Vugt et al., 1996). They assumed that
choosing the car over public transportation is at least partly determined
by an individual gain–common loss situation. The individual gains com-
fort and probably a shorter travel time at less perceived costs, but the
collective pays via the costs for maintaining the infrastructure and bear-
ing the negative effects of car use (e.g. emissions, noise, health risks).
They found that individuals that had a pro-social self-concept preferred
public transportation more.
A number of factors have been identified that increase cooperation
in social dilemma situations (Borgstede et al., 2013). In small groups
(three to five members), cooperation tends to be higher than in large
groups (more than ten members). Communication between the group
members about the structure of the dilemma before decision-making
reduces selfish actions. Higher perceived response efficacy, meaning the
feeling that the individuals’ or group’s action can resolve the common
resource problem, increases willingness to cooperate. Social and envi-
ronmental uncertainty decrease willingness to cooperate, which means
that people act more selfishly if they are unsure about the negative col-
lective effects of their actions or about how other people are going to
decide. Social norms and common values are guiding principles that tell
people how other people will most likely behave, thus reducing social
uncertainty.
10.6 Conclusions
The first part of this chapter was dedicated to exploring the potential of
games for communicating environmental topics. A growing number of
such games have been developed and they seem to have some advan-
tages that more conventional environmental communication does not
have. The main advantage seems to be that games offer the opportu-
nity to try management strategies first hand in a protected space. The
Environmental Communication through Games 211
experiences are more direct than when mediated via media communi-
cation, and they lead to a more emotional response which again can
become a driving force for generalising them to the real world. However,
the protected space and the unusual role individuals take in such games
are also a problem for their generalisation. Most of us are not world lead-
ers, and returning from the game board or the computer screen to our
ordinary lives can disconnect the experience we made as (simulated)
world leaders in the game from our lives. Furthermore, it should be
asked who is attracted to playing games with an environmental topic?
Are people who are already aligned to environmental protection and
pro-environmental behaviour playing? However, even these people can
benefit from the emotional component and the experiential learning
the games offer. Some games and simulations are also used in controlled
educational contexts where participants can be “forced” to play. On the
one hand, this may reduce the effect the games have by increasing
negative reactions, but, on the other hand, the target group increases
beyond the already convinced which can be a promising strategy. Mod-
ern communication technologies via apps that blend game aspects, such
as competition, with serious aspects can provide fodder for future games
in environmental communication. An example is the app eco-challenge.
The second part of the chapter briefly analysed the contribution that
research on social dilemma and games in the game theory context make
to environmental communication. It showed that some conclusions
from this line of research may help in addressing relevant aspects in
communication strategies that can have a positive influence on cooper-
ative behaviour (e.g. segmenting the target audience into small groups
within which the members have the chance to communicate with each
other, or highlighting the response efficacy of the behaviour).
Review questions
Suggested readings
Borgstede, C. V., Johansson, L.-O., & Nilsson, A. (2013). Social dilemmas: Moti-
vational, individual and structural aspects influencing cooperation. In L. Steg,
A. E. Van den Berg & J. I. M. De Groot (Eds.), Environmental Psychology – An
Introduction (pp. 175–184). Chichester, UK: John Wiley & Sons.
Eisenack, K. (2013). A climate change board game for interdisciplinary commu-
nication and education. Simulation & Gaming, 44(2–3), 328–348.
Reckien, D., & Eisenack, K. (2013). Climate change gaming on board and screen:
A review. Simulation & Gaming, 1046878113480867.
Susi, T., Johannesson, M., & Backlund, P. (2007). Serious games: An overview.
Skövde, Sweden: School of Humanities and Informatics, University of Skövde.