EconPapers    
Economics at your fingertips  
 

Geeks versus climate change: understanding American video gamers’ engagement with global warming

Jennifer P. Carman (), Marina Psaros (), Seth A. Rosenthal (), Jennifer Marlon (), Marija Verner (), Sanguk Lee (), Danning Lu (), Matthew H. Goldberg (), Matthew Ballew () and Anthony Leiserowitz ()
Additional contact information
Jennifer P. Carman: Yale University
Marina Psaros: Unity Technologies
Seth A. Rosenthal: Yale University
Jennifer Marlon: Yale University
Marija Verner: Yale University
Sanguk Lee: Yale University
Danning Lu: Yale University
Matthew H. Goldberg: Yale University
Matthew Ballew: Yale University
Anthony Leiserowitz: Yale University

Climatic Change, 2024, vol. 177, issue 6, No 4, 20 pages

Abstract: Abstract As climate change impacts increase, communicators must engage as many audiences as possible in climate action. One potentially underrated audience is video gamers. Two-thirds of Americans play video games, and video games are a potentially effective climate change communication tool. However, little research has examined whether video gamers have unique value as a target audience for climate communication, and if they do, what might be effective ways to reach them. To address this need, we use two surveys including self-identified video game players in the United States to measure their current engagement with climate change, including through video gaming. In Study 1, a nationally representative survey in the United States (N = 1,006), we found that being a video gamer was slightly positively associated with intentions to take collective action on global warming. In Study 2, restricted to gamers in the United States (N = 2,034), we found that having more friends and family who played video games, and/or being exposed to global warming content in gaming, were also positively associated with collective action intentions. These findings were consistent even after controlling for potential confounding variables such as age, political party, and global warming attitudes. Results suggest that video gamers are a worthwhile potential audience for future climate change communication, combatting the stereotype of video gamers as disengaged or antisocial, at least in the context of climate change. Our study also identifies several potential avenues for future communication with video gamers, particularly outreach to and engagement with gaming communities.

Keywords: Climate change; Climate change communication; Video gamers; Collective action; United States (search for similar items in EconPapers)
Date: 2024
References: View references in EconPapers View complete reference list from CitEc
Citations:

Downloads: (external link)
http://link.springer.com/10.1007/s10584-024-03747-w Abstract (text/html)
Access to the full text of the articles in this series is restricted.

Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.

Export reference: BibTeX RIS (EndNote, ProCite, RefMan) HTML/Text

Persistent link: https://EconPapers.repec.org/RePEc:spr:climat:v:177:y:2024:i:6:d:10.1007_s10584-024-03747-w

Ordering information: This journal article can be ordered from
http://www.springer.com/economics/journal/10584

DOI: 10.1007/s10584-024-03747-w

Access Statistics for this article

Climatic Change is currently edited by M. Oppenheimer and G. Yohe

More articles in Climatic Change from Springer
Bibliographic data for series maintained by Sonal Shukla () and Springer Nature Abstracting and Indexing ().

 
Page updated 2025-03-20
Handle: RePEc:spr:climat:v:177:y:2024:i:6:d:10.1007_s10584-024-03747-w