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    Imagining the future: game hacking and climate action

    Germaine, Chloe ORCID logoORCID: https://orcid.org/0000-0001-5187-8815 and Wake, Paul ORCID logoORCID: https://orcid.org/0000-0001-8435-7020 (2024) Imagining the future: game hacking and climate action. In: Ecogames: Playful Perspectives on the Climate Crisis. Green Media . Amsterdam University Press, pp. 483-504. ISBN 9789048557219 (ebook); 9789463721196 (hardback)

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    Abstract

    This chapter explains the methodology and research design of a participa- tory project that investigates how board games can support young people’s understanding of, and action on, the climate crisis. The project contends that the climate crisis is both a social problem and an imaginative chal- lenge, especially for young people whose futures are most affected by it. This project moves beyond the consideration of board games as a tool for climate education and investigates them as a means for young people (aged 16–19) to explore and communicate their ideas about climate change through processes of playing, hacking, breaking, and remaking games.

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