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April 3, 2026Journal of Computer Assisted Learning1 citationsOpen Access

Dialogue Through Play: Games as a Bridge for Citizen Engagement

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RHRebecca HarrisPHPaul HollinsAGAnchal Garg

Key Points

  • The central aim is to explore how game-embedded surveys can foster deeper civic engagement in climate policy among younger audiences.
  • Conducted an exploratory case study within the GREAT project.
  • Embedded a multiple-choice climate policy survey into a commercial multiplayer game.
  • Prioritized scale and accessibility for large-scale, anonymous data collection.
  • Used descriptive and inferential analyses to assess engagement patterns and policy preferences.
  • Achieved high levels of participation in the game-based survey.
  • Demonstrated feasibility of using games for large-scale data collection on climate policy.
  • Showed limited evidence of deliberative reasoning in engagement outcomes.
  • Highlighted the need to complement game-based approaches with broader deliberative frameworks.

Abstract

ABSTRACT Background Digital games are increasingly used as tools for civic and societal engagement, particularly to reach younger and digitally literate publics on complex issues such as climate change. While such approaches can facilitate large‐scale participation and raise awareness, their capacity to support deliberative forms of civic engagement within real‐world policy contexts remains insufficiently examined. Objectives This study examines whether and how survey‐based engagement embedded within a commercial digital game can move beyond surface‐level participation towards forms of engagement relevant to policy deliberation. Methods The paper reports on an exploratory case study (GCS1) conducted within the GREAT project, in which a multiple‐choice climate policy survey was embedded into a commercial multiplayer game. The design prioritised scale and accessibility over deliberative depth, enabling large‐scale, anonymous data collection from a predominantly young and digitally literate population. Descriptive and inferential analyses were used to examine patterns of engagement and policy preferences across demographic groups. Results and Conclusions The embedded survey achieved high levels of participation, demonstrating the feasibility of game‐based data collection at scale and the potential of games to introduce climate policy issues to digitally engaged publics. However, expressed engagement and policy preferences did not provide evidence of deliberative reasoning, reflecting constraints associated with survey design, platform demographics and the absence of reflective or dialogic mechanisms. Game‐based surveys are therefore best understood as complementary entry points for civic engagement rather than standalone tools for democratic deliberation, highlighting the need to integrate games within broader deliberative and institutional frameworks.

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Cite This Study

Harris et al. (2026) studied this question.

synapsesocial.com/papers/69cf5d345a333a821460ad38https://doi.org/10.1002/jcal.70236
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