PAXsims

Conflict simulation, peacebuilding, and development

Climate change megagame

The Climate Change Megagame is a research project based at Linköping University that investigates how a megagame can be used to convey knowledge about climate change. The Megagame will take place on 21 November 2020, both in-person (in Linköping, Sweden) and online. You can register to participate here (priority will be given to local participants). The closing date for applications is 21 October.

“The digital version of the game that we have created will give the participants a better overview of what’s happening”, Magnus Persson and Ola Leifler, who are responsible for the project, tell us.

A megagame is a large-scale game with elements of board gaming, role playing and conflict gaming, with a number of players from around 10 up to a hundred. The scenario of the game is placed in eastern Sweden and the participants play various local, regional and national roles, such as political decision-makers and representatives for business. Many of the participants will play the role of local inhabitants.

One aim of the game is to create a meeting place in which different groups in society can come together and discuss.

During the game, climate change will be simulated for the period 2020 to 2100, based on forecasts from the Swedish Meteorological and Hydrological Institute (SMHI). The consequences of the changed climate will present the participants with difficult choices. The goals of the players may conflict with political decisions taken in Stockholm and in Brussels.

Representatives for regional businesses, municipalities and Region Östergötland will participate in the game.

The Climate Change Megagame will collaborate with SMHI, the Swedish National Council for Climate Adaptation, and researchers at McGill University in Canada.

The objectives of the Climate Change Megagame research project are:

• to develop a game that creates awareness of how serious climate change is, and how it affects us

 to develop a university course in which students develop, organise and participate in a megagame

• to study the behaviour of those playing the game with respect to communication, decision-making and conflict management.

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