Preprints
https://doi.org/10.5194/egusphere-2025-2222
https://doi.org/10.5194/egusphere-2025-2222
19 Aug 2025
 | 19 Aug 2025
Status: this preprint is open for discussion and under review for Geoscience Communication (GC).

ClimarisQ: What can we learn by playing a serious game for climate education?

Davide Faranda, Lucas Taligrot, Pascal Yiou, and Nada Caud

Abstract. Climate change education faces the twin challenges of conveying complex scientific concepts and inspiring urgent action. ClimarisQ is a web and smartphone-based serious game developed by the Institut Pierre-Simon Laplace (IPSL) to address these challenges by simulating climate–societal dynamics and extreme events in an interactive format. This article evaluates ClimarisQ's role as an innovative educational tool to raise awareness of climate issues. We outline the game's design (grounded in real climate models and IPCC scenarios) and its pedagogical objectives of illustrating the urgency of collective action, the complexity of climate-ocean interactions, and the ethics of decision-making under uncertainty. We present results from a user questionnaire (77 respondents) assessing learning outcomes and user feedback. Players rated the game highly in terms of usability, scientific content, and engagement (average 4.2/5 across categories), and qualitative feedback indicates that ClimarisQ effectively fosters discussion and systems thinking about climate challenges. However, many already knowledgeable players reported learning few new facts, highlighting the need to tailor content to varying prior knowledge. We discuss the strengths of ClimarisQ – notably its ability to simulate feedback and extreme events in an accessible way – and its challenges, such as balancing scientific accuracy with playability and ensuring inclusivity. Situating ClimarisQ in the broader context of climate outreach, we compare it with other educational games and initiatives. We emphasize the ethical responsibility of climate communication tools to empower action without misinformation or fatalism. In conclusion, ClimarisQ demonstrates how serious games can complement formal education and engage diverse audiences in climate-ocean literacy, an approach that is increasingly vital given the urgency of the climate crisis.

Publisher's note: Copernicus Publications remains neutral with regard to jurisdictional claims made in the text, published maps, institutional affiliations, or any other geographical representation in this paper. While Copernicus Publications makes every effort to include appropriate place names, the final responsibility lies with the authors. Views expressed in the text are those of the authors and do not necessarily reflect the views of the publisher.
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Davide Faranda, Lucas Taligrot, Pascal Yiou, and Nada Caud

Status: open (until 14 Oct 2025)

Comment types: AC – author | RC – referee | CC – community | EC – editor | CEC – chief editor | : Report abuse
  • CC1: 'Comment on egusphere-2025-2222', David Crookall, 19 Aug 2025 reply
    • AC1: 'Reply on CC1', Davide Faranda, 19 Aug 2025 reply
      • CC2: 'Reply on AC1', David Crookall, 19 Aug 2025 reply
    • AC2: 'Reply on CC1', Davide Faranda, 19 Aug 2025 reply
Davide Faranda, Lucas Taligrot, Pascal Yiou, and Nada Caud
Davide Faranda, Lucas Taligrot, Pascal Yiou, and Nada Caud

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Short summary
We developed a free online game called ClimarisQ to help people better understand climate change and extreme weather. By playing the game, users learn how decisions about the environment, money, and public opinion affect future risks. We studied how players reacted and found that the game makes climate issues easier to grasp and encourages discussion. This shows that interactive tools like games can support learning and action on climate and environmental challenges.
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