Games Without Borders: Digital Play as a Global Communicative Infrastructure for Climate Policy Engagement.
Background: Digital games are increasingly used for civic purposes, yet questions remain about whether commercially mediated, non‐deliberative interactions can constitute meaningful civic engagement. Existing research largely overlooks how entertainment platform infrastructures shape the democratic...
| Publicado en: | Journal of Computer Assisted Learning Vol. 42; no. 4; pp. 1 - 13 |
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| Autores principales: | , , , , , , , |
| Formato: | pictorial research tables/charts Journal Article |
| Publicado: |
Wiley-Blackwell
Aug2026
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=195655217&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 195655217 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 02664909 6M1 jtl: Journal of Computer Assisted Learning issn: 02664909 maglogo: Y pubinfo: dt: Aug2026 vid: 42 iid: 4 pid: 480 pub: Wiley-Blackwell place: Malden, Massachusetts artinfo: ui: 195655217 195655217 195655217 10.1002/jcal.70290 195655217 ppf: 1 ppct: 12 formats: tig: atl: Games Without Borders: Digital Play as a Global Communicative Infrastructure for Climate Policy Engagement. aug: au: Harris, Rebecca Hollins, Paul Garg, Anchal Hewage, Pradeep Watson, Paul Iwendi, Celestine Ower, Jude Schuur, Joost affil: University of Greater Manchester, Bolton, UK sug: subj: Video Games Consumer Participation Communication Public Policy Human Questionnaires Internet-Based Intervention Descriptive Statistics Data Analysis Software Regression Chi Square Test Post Hoc Analysis Analysis of Variance Latin America Asia, Southeastern Africa South of the Sahara Funding Source ab: Background: Digital games are increasingly used for civic purposes, yet questions remain about whether commercially mediated, non‐deliberative interactions can constitute meaningful civic engagement. Existing research largely overlooks how entertainment platform infrastructures shape the democratic legitimacy and interpretability of user input at scale. Objectives: This paper investigates whether ambient interactions within commercial games can meaningfully be understood as civic engagement, and under what conditions. Methods: We analyse Play2Act, a climate‐focused questionnaire embedded across 24 popular commercial mobile games as part of the GREAT project, which engaged over 181,000 participants from nearly every country. Drawing on civic media, platform studies and digital participation literatures, we examine the methodological, ethical and interpretive dimensions of embedding policy‐relevant surveys in entertainment environments. The analysis focuses on how civic voice is structured by game design, platform affordances and datafication logics. Results and Conclusions: Play2Act exemplifies what we term para‐civic infrastructure: socio‐technical systems that simulate civic input without supporting deliberation or accountability. Without evidence of participant intentionality or comprehension of the civic framing, these data are best understood as ambient civic signals rather than direct expressions of democratic will. We conclude that digital games are valuable diagnostic sites for understanding civic engagement at scale, and call for more dialogic and transparent design in future civic‐technological interventions. pubtype: Academic Journal doctype: pictorial research tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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