research report library
We have produced a series of research reports that show the benefits and savings that can be made through our games-centric, experiential approach to education and learning for a range of different age groups and socio economic types. Scroll down to read more and click on the cover image to download the report
Science Museum launch event report
At our Science Museum eco action games launch event not only were we entertaining and informing attendees about environmental actions they could take to become more eco-friendly, but we were also carrying out research behind the scenes.
Over three quarters of the audience filled in the feedback questionnaire. The questions covered their thoughts on the event itself; what games they played and the intended changes in behaviour that were declared as a result of what they had learned.
explore the reportFun Palace research report
This report came after a Fun Palace event we popped up with the sponsorship of Thames Water.
We surveyed participants of our pop-up water saving eco playground to ascertain what they had learnt through playing our water saving themed games, and asked them to self-report what actions, if any, they would be taking as a result of what they'd learnt on the day.
explore the reportCan we play our way to a more sustainable future?
The results of our initial investigations into whether a games-centric approach to eco education and behavioural change could be a way of engaging sectors of society that otherwise are be turned off by the 'doom-and-gloom' aspects of environmental reporting.
We tested out our new approach of tapping into people's competitive spirit and subtly persuading them to play their way to a more sustainable lifestyle.
explore the reportHow effective is a games-centric approach in changing student eco behaviours?
This report, jointed conducted and authored with the University of Manchester, reports the findings from a study conducted where we worked with a group of 1st year undergraduate to evaluate the effectiveness of a games-centric experiential learning approach to changing eco behaviours in students.
The findings proved a games-led approach to education and engagement in the student population is an effective approach. The results from students are the most positive we've experienced throughout our research projects.
explore the report