Published October 9, 2025 | Version 1
Conference paper Open

THE REACH OF DIGITAL GAMES AND THEIR POTENTIAL AS GLOBAL COMMUNICATION TOOLS - ECGBL 2025 Paper

Authors/Creators

  • 1. ROR icon University of Bolton
  • 2. Amity University Uttar Pradesh
  • 3. PlanetPlay
  • 4. iTED UNIR
  • 5. University of Bolton School of Creative Technologies
  • 6. ROR icon Vellore Institute of Technology University
  • 7. ROR icon Woxsen School of Business
  • 8. Vel Tech Rangarajan Dr Sagunthala R&D Institute of Science and Technology
  • 9. School of Computing, Faculty of Engineering, BIHER, Chennai. India
  • 10. ROR icon Delta State Polytechnic
  • 11. ROR icon DIPF | Leibniz Institute for Research and Information in Education

Description

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.

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Additional details

Funding

European Commission
GREAT - Games Realising Effective and Affective Transformation (societal and cultural domains) 101094766
UK Research and Innovation
Games Realising Effective and Affective Transformation (societal and cultural domains) 10054230

Dates

Issued
2025-09-26