Virtual Climate Activation: A Framework Approach to Sustainable Food Consumption in Games

Steinhauser, J. ORCID: https://orcid.org/0000-0002-5989-6855, Fritz, S. ORCID: https://orcid.org/0000-0003-0420-8549, & Pirker, J. (2024). Virtual Climate Activation: A Framework Approach to Sustainable Food Consumption in Games. In: Proceedings of the 2024 IEEE Conference on Games (CoG). IEEE. ISBN 979-8-3503-5067-8/24 10.1109/CoG60054.2024.10645664.

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Project: Mainstreaming Integrated Assessment Models by embedding behavioural change and actor heterogeneity, and increasing their outreach to citizens, communities and industrial actors (CHOICE, HE 101081617)

Abstract

The climate, biodiversity, and inequality polycrisis is one of the most pressing issues humanity has to tackle. Demand-side changes in the food sector can help to address it. Video games have been identified as a potential tool to communicate environmental issues and support such societal change. This study analyzes three current games featuring sustainability messages in the food sector, Gibbon: Beyond the Trees, Beecarbonize, and Bear & Breakfast, to assess how they communicate these issues and what can be learned from them for future game development.

Item Type: Book Section
Uncontrolled Keywords: games, climate engagement, climate change, sustainability, food system
Research Programs: Advancing Systems Analysis (ASA)
Advancing Systems Analysis (ASA) > Novel Data Ecosystems for Sustainability (NODES)
Strategic Initiatives (SI)
Depositing User: Luke Kirwan
Date Deposited: 04 Jul 2024 10:47
Last Modified: 29 Aug 2024 08:03
URI: https://pure.iiasa.ac.at/19855

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