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      <abstract xml:lang="fi">Tutkimuksessa oli tarkoituksena selvittää pelien mahdollisuuksia ilmastonmuutokseen sitouttamisessa. Tutkimus on osa ”Our planet at play”-hanketta, jossa lopullisena tavoitteena on kehittää uusi digitaalinen peli, jolla edistää kansalaisten sitoutumista ilmastonmuutokseen sekä ilmastotoimiin. Aineistossa on hyödynnetty valmiita mittareita, katso lisätietoa kyselylomakkeen rakentamisesta kohdassa Käytön ja kuvailun oheismateriaalit. Tutkimus toteutettiin Tampereen yliopiston Ludus-laboratoriossa, jossa osallistujat pelasivat peliä virtuaalitodellisuusympäristössä, pelasivat tietokoneen ruudulla tai lukivat tekstiä, jossa oli samat tiedot kuin pelissä. Kahdessa ryhmässä osallistujat altistuivat PC-peli- ja tekstiversioille. Vastaajat vastasivat joihinkin kysymyksiin ennen laboratorioon tuloa. Näitä kysymyksiä kuvaavat muuttujat ovat DemGender, DemAge, DemBorn, DemResidence, DemEdu, EnvId, StdArcPre, SdtMotPre, DistPre, ClimAttPre, IssInvPre, EnvEffPre, PlacAtt, CultIndiv, CultHierarchy, SocDes. Muihin kysymyksiin ja muuttujiin vastattiin kokemuksen jälkeen. Aluksi kyselyssä tiedusteltiin vastaajien ilmastonmuutosta ja tartuntatauteja koskevaa tietämystä ennen osallistumista virtuaalitodellisuuskokemukseen sekä kokemuksen jälkeen. Tämän jälkeen tiedusteltiin tarkemmin osallistujien virtuaalitodellisuuskokemuksista sekä luontosuhteesta. Seuraavaksi tiedusteltiin muun muassa vastaajien ympäristömyönteisestä käyttäytymisestä ennen ja jälkeen virtuaalitodellisuuskokemusta ja siitä, millaisia tuntemuksia ja ajatuksia ympäristömyönteinen käyttäytyminen herättää. Lisäksi osallistujilta tiedusteltiin asenteista ilmastonmuutosta kohtaan. Tämän jälkeen tiedusteltiin vielä toimia, joita vastaajat olivat valmiita tekemään säännöllisesti ilmastonmuutoksen torjumiseen liittyen. Lopuksi kysyttiin vielä asenteista ja mielipiteistä liittyen yhteiskuntaan laajemmin sekä esitettiin joukko väittämiä ja pyydettiin arvioimaan kuvastaako se vastaajaa. Taustamuuttujia ovat sukupuoli, ikä, syntymämaa tai -maanosa, asuinpaikka sekä koulutustaso.</abstract><abstract xml:lang="en">The aim of the study was to explore the potential of games for climate change engagement. The study is part of the "Our Planet at Play" project, which developed a new digital game to promote citizens' engagement with climate change and climate action, titled "Climate Connected: Outbreak". The questionnaire is partly based on a set of pre-designed questionnaires. For more information on the construction of the questionnaire, see the section Related Materials. The study was carried out in the Ludus laboratory at Tampere University, where participants played the game in immersive VR, played on a computer screen, or read a text with the same information as the game. In two of the groups, the participants were exposed to a version of the PC game and the text occurring in Tampere, Finland. Respondents answered some of the questions before entering the lab. The variables describing these questions are DemGender, DemAge, DemBorn, DemResidence, DemEdu, EnvId, StdArcPre, SdtMotPre, DistPre, ClimAttPre, IssInvPre, EnvEffPre, PlacAtt, CultIndiv, CultHierarchy, SocDes. The other questions and variables were answered after the experience. First, the survey asked respondents about their knowledge of climate change and infectious diseases before and after participating in the virtual reality experience. This was followed by more detailed questions about participants' experience and also about their relationship with climate change and the environment. Next, the survey asked respondents about their pro-environmental motivations and attitudes before and after the virtual reality experience. Participants were also asked about their attitudes towards climate change. Before the experience, wider attitudes and opinions about society were asked and a set of statements were presented for participants to rate whether they described them. After the experience, respondents were then asked what actions they were prepared to take on a regular basis in relation to climate change. The background variables included gender, age, country or region of birth, place of residence and level of education.</abstract>
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        Fernández Galeote, D., Legaki, N-Z., &amp; Hamari, J. (2023). Climate Connected: An Immersive VR and PC Game for Climate Change Engagement. In Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '23 Companion). https://doi.org/10.1145/3573382.3616053
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        Fernández Galeote, D., Legaki, N-Z., &amp; Hamari, J. (2024). Climate Change at Your Doorstep: An Experiment Using a Digital Game and Distance Framing. In Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY Companion '24), October 14-17, 2024, Tampere, Finland. https://doi.org/10.1145/3665463.3678780
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        Fernández Galeote, D., Legaki, N. Z., &amp; Hamari, J. (2023). From traditional to game-based learning of climate change: A media comparison experiment. Proceedings of the ACM on Human-Computer Interaction, 7(CHI PLAY), 393. https://doi.org/10.1145/3611039
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            <titl xml:lang="en">From traditional to game-based learning of climate change: A media comparison experiment</titl>
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        Fernández Galeote, D., Legaki, N. Z., &amp; Hamari, J. (2023). Text- and Game-Based Communication for Climate Change Attitude, Self-Efficacy, and Behavior: A Controlled Experiment. Computers in Human Behavior, 149. https://doi.org/10.1016/j.chb.2023.107930
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