Case Study Report Play2Act
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Description
The Play2Act case study builds upon the GCS1 Exploratory study by validating the integration
of digital surveys into gaming environments as a tool for large-scale public engagement and
policy research. By collaborating with multiple game studios, Play2Act successfully reached
over 934,000 players from 228 countries, embedding surveys into popular gaming platforms.
This method proved effective for gathering data on climate change attitudes, demonstrating the
potential of digital games to reach diverse global audiences and generate high engagement.
The study’s findings highlight the effectiveness of gaming as a research tool. With a 90.7%
response rate, Play2Act showed games can overcome traditional barriers in public engagement,
such as geographical and literacy limitations. However, while the surveys provided valuable
insights into climate awareness and behavioural intentions, the study also identified challenges,
particularly in terms of demographic representation and participant engagement depth. Future
research should focus on integrating survey content within active gameplay to enhance
participant reflection and engagement, and on improving the representativeness of data,
especially in underrepresented groups.
Although Play2Act demonstrated promising results in engaging players on climate change, it
revealed that smaller behavioural shifts, such as changes in daily habits, were more common
than larger, more impactful actions. This suggests digital interventions should complement
policy changes to drive more significant societal impacts. Additionally, the study raised
questions about the extent to which gaming environments foster deeper climate policy literacy,
with participants showing limited knowledge of specific policies despite engaging with
environmental content.
Play2Act provides valuable insights into the potential of digital games as research tools. While
it successfully engaged a large, diverse audience, challenges in dataset representativeness,
engagement depth, and long-term behaviour change remain. Future research should explore
how digital games can more directly integrate educational content, encourage sustained
behaviour change, and strengthen their role in policy discourse.
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Case Study-Play2Act-formatted.pdf
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