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.
Can we play our way to a more sustainable future?
This report is the result of our initial investigations into whether a games-centric approach to eco education and behavioural change could be an effect way of engaging the sectors of society that otherwise might be turned off by the more 'doom-and-gloom' aspects of environmental reporting.
As well as entertaining people we were also testing out our theory; a new approach that will engage and inspire people into action by tapping into their competitive spirit and subtly persuading them to play their way to a more sustainable lifestyle. The results were impressive. Over 90% of attendees enjoyed the event and the games they played. Two thirds learnt something new and useful about environmental actions they could adopt. In follow-up surveys, undertaken months later, all respondents reported they had already taken action and the average number of actions adopted was four, with another two planned.
How 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 prove that a games led approach to education and engagement in the student population is a very effective approach. The results gathered from students are the most positive and encouraging we have experienced throughout all of our research projects.
Schools water education and engagement project report
From 2014-19, eco action games, with its delivery partner Green Gumption, ran a schools education and behavioural change project on behalf of its client Thames Water. In total, over 120 schools took part over the five years.
Concentrating primarily on a quantitative study of the attitudes, opinions and behaviours of children from the ages of 6 to 11 and their families, both before and after the project took place in their school, the report contains fascinating insights into the understanding of schoolchildren regarding water and its use.
The 12 days of COPmas report
Throughout the 12 days of negotiations of the COP21 meeting in Paris in November/December 2015, eco action games, and its partners, ran a communications campaign to highlight the importance of a range of topics to the climate change discussions.
We chose a daily topic to discuss and covered themes as diverse as energy, excess consumption, biodiversity, food, transport and much else, the linking thread was that they all had a significant bearing on the COP21 discussions. This report brings all twelve topics together in one place for easy reference.
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.