Alexandra Rysuľová, Magdaléna Švecová: THE IMPACT OF DIGITAL GAMES ON ENVIRONMENTAL SUSTAINABILITY
Original Paper
Alexandra Rysuľová, University of Ss. Cyril and Methodius in Trnava, Slovakia
Magdaléna Švecová, University of Ss. Cyril and Methodius in Trnava, Slovakia
DOI: https://doi.org/10.59014/GFJN8035
Keywords:
digital Games, educational games, environmental sustainability, game design, gamification
Abstract
The research explores the influence of popular culture, with a specific focus on digital
gaming, in the ongoing dialogue surrounding environmentalism and sustainability.
This investigation delves into the representation of ecological themes within these
games and their potential impact on public consciousness. The objective is to discern
the extent to which these digital platforms shape collective attitudes regarding
environmental responsibility. This detailed study seeks to unravel the complex relationship
between digital gaming, corporate messaging, and the pursuit of environmental
sustainability. It aims to shed light on the dynamic interplay between green
policy-making, economic progress, and shifts in cultural norms. The literature review
focuses mainly on naming the basic terms and principles of serious games and also on
the effectiveness of these games in the area of communicating environmental issues.
It is for this reason that we try to use the most up-to-date sources and studies. Anticipated
outcomes of this study include a deeper comprehension of the intricate ties
linking digital media, corporate strategies, and public viewpoints. This exploration
will potentially foster a more sophisticated approach to addressing environmental
concerns within both the corporate sphere and popular culture. The research methodically
examines the strategies employed by three distinct video games and gamified
mobile applications, each targeting a varied audience demographic. It highlights
the differing methods employed in communicating sustainability themes to these
groups, as well as the gamification elements utilized to engage and educate users.
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