Output list
Conference proceeding
Playful Citizen Discussion Space to Help Steer Society Towards Water Security
Published 26/09/2025
European conference on games based learning, 19, 2, 864 - 872
19th European Conference on Games Based Learning, 01/10/2025–03/10/2025, Levanger, Norway
In this paper, we explore the use of a playful dilemma activity, a survey and public data analysis to spark citizen awareness and reflection on water use within the UK. Water security ensures access to fresh water for survival and society’s needs. There is significant citizen agency in water security that impacts the freshwater reserves. However, in many countries, water security is under-discussed. Encouraging spaces for individuals to assess their water use, identify waste, and adopt sustainable practices is key to sustaining freshwater resources for the future. We present a case study conducted as part of the GREAT project to stimulate citizen discussion on water use and its subsequent impact on the broader water system. Through a series of activities, citizens can reflect on their water use, consider the future forecast of water security within the UK, and experience a playful dilemma to save a city from the effects of drought. In this dilemma, players are part of an organisation tackling a city’s water crisis. Faced with limited water resources, players analyse data on the population's usage and suggest behaviour changes to reduce consumption. The challenge lies in balancing the need for water conservation with the risk of proposing changes that are resisted by the population. The players must convince the facilitator of both the practicality and acceptability of their plans. Success restores water security, but failure reveals the consequences of inaction. Within this playful discussion space, we create an exchange for citizens to elicit attitudes and preferences on current water use and explore how individuals might be “nudged” into less wasteful behaviour. In this paper, we describe the co-design of this qualitative approach, share findings on attitudes and preferences elicited (n = 19), and reflect on this method as a tool for fostering awareness and meaningful citizen discussions.
Conference proceeding
The Reach of Digital Games and Their Potential as Global Communication Tools
Published 26/09/2025
European conference on games based learning, 19, 2, 910 - 917
19th European Conference on Games Based Learning, 01/10/2025–03/10/2025, Nord University Levanger, Norway
This paper examines the potential of digital games as communication tools to reach global audiences, extending beyond established cultural and geopolitical divides. It shows the empirical data gathered in our EU and UKRI-funded Games Realising Effective and Affective Transformation (GREAT) project, where we collaborated with several organizations to investigate this potential. Namely, a significant case study called Play2Act was undertaken in collaboration with the United Nations Development Programme (UNDP), which forms the focus of this paper. The aims of this study were to find out how much of the world’s population could be reached via digital games and how many citizens would be willing to communicate their climate attitudes in a simple and short survey that was inserted into popular mobile games. Currently, there are 3 billion gamers in the world and the idea of reaching citizens via games to understand their opinions on critical global issues and then passing this information to policy-makers emerged. This is the main objective of our project, as to whether games can act as an effective communication channel between citizens and policy-makers, the context being the climate emergency. Governments do not typically have the opportunity to understand their citizens’ needs fully. The aim of this project is to decrease the barrier and increase representation and democracy. The findings obtained from the Play2Act study suggest that games, moreover their ability to engage, and inherent social dynamics create a unique opportunity to support meaningful dialogue with a large proportion of citizens reached, engaged and completed the surveys. The study engaged with almost 1 million players from every UN recognised country, with only two exceptions, and ca. 181,000 surveys completed, confirming the global reach of games. The next steps are for UNDP to take this information to individual countries with recommendations of appropriate climate policies based on their citizens’ voices, this having huge potential for digital games being policy transformational tools. This research contributes to knowledge on the intersection of technology, culture, and communication and offers valuable insights for policymakers, researchers, and stakeholder groups seeking to leverage digital games for social impact.
Conference presentation
From Concept to Creation: A Collaborative Approach to Wellbeing Town
Date presented 08/09/2025
17th International Conference on Child and Adolescent Psychopathology, 08/09/2025–10/09/2025, Whitelands College, University of Roehampton
Presentation of Wellbeing Town current development, given to the 17th International Conference on Child and Adolescent Psychopathology (2025). This work was funded by the Jenkinson provision (JA25/006).
Dataset
Published 22/08/2025
This file contains the supplementary material referenced in the 'Playful Citizen Discussion Space to Help Steer Society Towards Water Security' paper. It contains further details on water use survey design, calculations used to define water use, graphs presented for data exploration survey, screenshots and information of the playful dilemma: Save the City, reflective survey questions, and additional follow up questions.
Conference proceeding
Harnessing the Power of Gaming to Influence Policies Addressing Climate Change
Published 09/10/2024
European Conference on Games Based Learning, 18, 1, 403 - 413
18th European Conference on Games Based Learning, 03/10/2024–04/10/2024, Aarhus University, Denmark
In this paper, the authors present the findings of an empirical case study examining the efficacy of the Games Realising Effective & Affective Transformation (GREAT) Case Study design process. The process is underpinned by an established Mixed Methodological Research (MMR) framework for eliciting the preferences of gamers and determining their priorities in climate change policies. Funded by the Horizon Europe programme, the GREAT Project examines the impact and affordances of games for social engagement. The project explores the innovative potential of games as new forms of dialogue between citizens and policy stakeholders. The games are used as tools for players to express their preferences and actively shape policy issues. We present the first case study on this approach, which is one of ten to be undertaken with various partners over the next two years to test and validate the methodology, investigate its potential, and present findings. In partnership with the popular PC & Console game Smite, by the Hi Rez, game development studio. The study involved stakeholders’ participation in the co-creation of research questions, designed to influence the prioritisation of future climate policies. The activity was embedded the Smite game playing community via the Playmob platform in January 2024 and engaged over four thousand active players with a completed response rate of 58 %. Quantitative analysis of the data collected during this period will be presented by the authors. In summary, the engagement in and completion rates of the activity were high, validating the initial GREAT project approach. The methodological approach and the substantive data sets produced are of interest to any organisation considering engaging diverse groups active in gaming communities in the political process, including NGOs and policymakers. The project and methodology applied is at the core of this paper.
Book chapter
First online publication 11/07/2024
Proceedings of 2024 IEEE Gaming, Entertainment, and Media Conference (GEM), June
IEEE CTSoc Gaming, Entertainment and Media conference - IEEE GEM 2024, 05/06/2024–07/06/2024, Turin (Torino) Italy
The GREAT (Games Realising Effective and Affective Transformation) project explores new approaches that foster climate change discussion and stimulate citizen reflection. However, some citizens have limited resources for participation, even though their engagement and contributions are crucial. To address this challenge, the authors present two studies that have deployed mini data sprints (MDS). The MDS approach uses interactive data applications and visualisations to provoke citizens? feelings, knowledge, and perspectives towards the climate conversation and presented data. These studies highlight how the MDS approach can provide data set recommendations, facilitate efficient and focused climate conversation, and improve the data literacy of the cohort.
Book chapter
A case study using virtual reality to prime knowledge for procedural medical training
Published 26/08/2023
Human-Computer Interaction – INTERACT 2023 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings, Part IV, 14145, 189 - 208
Procedural training within medical education relies heavily on skill practice. This training requires developing a cognitive understanding of a procedure to prime learners before motor skill trials. With the high demand and costs of specialist equipment, virtual reality (VR) is poised to provide accessible content to develop cognitive understanding, and bridge the gap between knowledge and practice outside of dedicated training centres. Previous work in this field has focused on knowledge transfer, which is important yet insufficient to understand the interplay of instruction, usability, presence, and experience. All of which could impact learning outcomes and frequency of use. To have a more nuanced view of VR medical training beyond its knowledge transfer capability, we integrate HCI & games perspectives into our evaluation approach appraising the VR Bronchoscope Assembly (VR-Bronch) training.