Met jongeren in gesprek gaan over de energietransitie? Met partner en museum GeoFort hebben wij het Geolabs spel ontwikkeld.
Praten over energietransitie is niet altijd even interessant. Het is voor velen te technisch en te complex. Dit zorgt ervoor dat mensen zich afsluiten voor een thema wat cruciaal is om een duurzamere samenleving te creëren.
Met Geolabs wilden wij – in samenwerking met GeoFort, Games for Health en Quintel – een plezierig en laagdrempelig platform bieden om kennis te maken met de energietransitie, om zo jongeren inzicht te geven in de mogelijkheden van de energietransitie en intrinsiek te motiveren om individueel en collectief beter met energie om te gaan.
Tijdens het spel, wilden wij spelers vrij laten experimenteren met de belangrijkste elementen van de energietransitie op een niet-paternalistische en visueel-aantrekkelijke wijze.
Geolabs is een single en multi-player kaart/simulatiespel, waar spelers “energietransitie kaarten” kunnen plaatsen om te kijken wat voor effect dit heeft op de gegeven omgeving.
Het doel is om energievraag -en aanbod te balanceren, en tegelijkertijd je CO2 uitstoot en stabiliteit in de gaten te houden.
Tijdens drie unieke challenges beslist de speler welke kaartcombinaties de beste energiescore leveren.
Before we started designing the game, two behavioral scientists performed a target group research. We learned this group is well aware of the energy transition, but don’t find the topic interesting enough or have the feeling their individual contribution makes a difference.
Our design goal was to develop a play concept that allowed players to freely experiment and have fun with energy transition. An important element was to do this in a non-paternalistic and visually entertaining manner.
Through the play process, players learn what certain objects really do (e.g. how much electricity a wind turbine produces or what it means to turn down the heating a degree). But equally important, players learn to grasp the challenge of energy providers how to balance energy supply and demand, and reducing CO2 levels while also keeping a stable energy supply.
Players also feel more aware what their own actions can mean in real-life (turning off the lights, installing solar panels, etc.).
A final important play element is to work together to reach the goal of the game. By playing together, players will actively talk about energy transition while having fun to reach the game’s goal. A feeling of collectively tackling the energy transition challenge empowers the players also in real-life to collectively work on sustainability.
Play is not just for kids, and has significant benefits to make people smarter, more able to cope with a certain situation, and work together. In this article, we discuss the potential power an extended game could have for policy makers in energy transition to collectively make better decisions (while having fun also).
During our (1) moonshot exploration, we defined the goal as follows:
Provide teenagers insight in the possibilities of energy transition; and trigger an intrinsic motivation to individually & collectively act better towards energy transition.
Before we started developing first play concepts, we did a (2) target group research with two sociologists to learn more about our target group, what moves them and how they feel about the energy transition topic.
Based on these insights, we derived a few concept statements that set the basis for (3) developing the first play concepts:
The first play concepts went through (4) concept testing by our own team as well as a subset of the target group.
After making some tweaks to our concept based on the test insights, we started (5) game development, which happened in iterative steps.
Are you an organisation aiming to address climate change? And do you believe human behavior is stopping you from reaching that objective?
Then let’s start the dialogue how play concepts may help to address your objectives.