The literature on climate change education recommends social, accessible action-oriented learning that is specifically designed to resonate with a target audience’s values and worldview. This article discusses GREENIFY, a real-world action game designed to teach adult learners about climate change and motivate informed action. A pilot study suggests that the game fostered the creation of peer-generated user content, motivated informed action, created positive pressure, and was perceived as a fun and engaging experience.
At Teachers College, Columbia University, the Games Research Lab has created Greenify, an online social platform designed to foster flourishing sustainable communities. Gamification elements facilitated the creation and completion of user-generated missions, encouraging interaction between geographically proximate communities of peers. Three elements were identified as necessary components to achieve sustainable communities: a healthy climate and environment, social well-being, and economic security. This paper describes our approach in addressing these elements through a crowdsourced, gamified system. Implications for HCI are also discussed.
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