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INTRODUCTION
Proceedings of Nordic DiGRA 2025: Hope – Envisioning the Future of Game Cultures
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2020). The result is a troubling paradox: while sustainability education aims to inspire
positive change, it can inadvertently heighten feelings of inadequacy and paralysis,
particularly when it fails to offer tangible pathways for engagement. Amid this
context, the challenge is clear: how can sustainability education move beyond simply
raising awareness to cultivating a sense of constructive hope? A hope rooted not in
blind optimism but in meaningful action and achievable pathways.
Drawing on Snyder's Hope Theory (Snyder 2000), hope can be understood as having
three core elements: goal-setting, which involves setting meaningful and positive
objectives; pathway thinking, which is the capacity to identify and develop strategies
to achieve those goals; and agency thinking, the motivational energy to pursue those
strategies despite obstacles.
Given the popularity of games across generations, particularly the young, gamification
is often posited as hope—an approach that may appeal to a wide audience and help
educate them on sustainability, increasing sustainable actions. While definitions of
gamification vary, in this research, we understand it as a design process that aims to
make engagement with non-game, and often non-engaging activities, such as learning
about sustainability, more engaging and game-like (Landers et al. 2018). Most often,
this may involve the use of game elements, such as badges and points (Deterding et
al. 2011), but we argue that gamification is more about user-centric design that
considers users' engagement needs and addresses them (Morschheuser et al. 2018).
Gamification can theoretically aid with the three components of Snyder's Hope
Theory (Hamari et al. 2018; Hassan and Leigh 2021; Loock et al. 2013). Through
gamified and game-based experiences, learners may gain both the motivation and
confidence to take meaningful action toward sustainability goals, transforming
awareness into tangible outcomes. By strengthening agency, individuals may
recognize their capacity to make a difference, turning feelings of helplessness into
proactive engagement. Ultimately, hope comes from action, and games may be a key
tool in enabling this shift from passive concern to active participation.
It has been debated (Hassan 2024), however, whether gamification truly represents
the hope for sustainability education some think it is. This paper presents a systematic
literature review that explores how the use of gamification and game-based
approaches in sustainability education can foster hope. The aim is to holistically
summarise the reported impact from use of gamification on sustainability education
and to identify areas requiring further research. While there have been previous
literature reviews on gamification and sustainability (Douglas and Brauer 2021;
Pineda-Martínez et al. 2023; Stanitsas et al. 2019), the uniqueness of this literature
review lies in its focus on summarizing reported outcomes across multiple dimensions
of sustainability and diverse educational and geographical contexts, rather than
simply focusing on environmental aspects, pro-environmental behaviors, higher
education or European settings. We also simultaneously examine gamification and
game-based approaches, rather than focusing on examining just one approach, given
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that these approaches tend to be used interchangeably by researchers as they lack a
standardised definition (Hassan 2024).
BACKGROUND
The 2030 Agenda for Sustainable Development, adopted by the United Nations,
outlines 17 interconnected Sustainable Development Goals (SDGs) aimed at guiding
the transformation toward a sustainable society (UNESCO 2017). These goals address
three fundamental dimensions: economic, social and environmental. However, only
16 percent of the SDG targets are on track to be met globally by 2030, with the
remaining 84 percent showing limited progress or a reversal of progress (Sachs,
Lafortune, and Fuller 2024). As UN Secretary-General António Guterres aptly stated,
we are in a "battle for our lives," yet it still remains "a battle we can win" (UNESCO
2020).
The conceptualizations of these competences in the ESD field vary from more
deterministic ones to more holistic ones. Sustainability competence is commonly
understood as a holistic, contextual and relational concept that is inherently emergent
(Wals 2015). It is emergent because a sustainable future cannot be precisely defined;
we can only identify what is unsustainable today. Confronted with this uncertainty,
complexity and magnitude, many grapple with eco-anxiety, helplessness and even
hopelessness, which can hinder their ability to translate knowledge and skills into
action. Scholars, therefore, suggest that in order to address these emotional barriers,
ESD must explicitly incorporate affective dimensions, particularly anticipatory
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emotions like hope, as a means of fostering resilience, optimism and agency (Ojala
2017; Wals 2015).
Hope
However, hope has also been perceived as a way to escape from reality and
responsibility, leading to passivity and inaction. Addressing this concern, Snyder
(2000) proposed a theory that connected hope to action components. Snyder
conceptualizes hope as a cognitive process involving three interrelated components:
clearly defined goals, pathway thinking (the ability to identify strategies to achieve
these goals), and agency thinking (the motivational force to act on these pathways).
This theory positions hope as inherently linked to action, distinguishing it from related
concepts such as optimism or wishful thinking. Individuals high in hope, according to
Snyder, not only envision desirable futures but also actively navigate obstacles, adapt
to setbacks and sustain their efforts toward achieving their objectives (Snyder et al.
2002).
While this framework focuses primarily on individual goals, it offers a valuable lens for
understanding how hope can motivate action in broader societal contexts. In the
context of societal transformation, critical hope, as described by Freire (1992),
acknowledges the difficulties of the present while maintaining a belief in the
possibility of change. This form of hope balances negative emotions, such as worry
and fear, with a forward-looking perspective, motivating individuals to engage in
actions that challenge unsustainable systems. Empirical studies support the idea that
hope and worry can coexist dialectically, driving engagement by combining emotional
investment in the present with optimism about the future (Ojala 2012). Similarly,
existential hope—a trust in humanity’s resilience and ingenuity—provides a
foundation for more actionable forms of hope, although it risks becoming passive
unless coupled with critical reflection and agency (Webb 2007).
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METHODOLOGY
This review adopts a systematic approach similar to that adopted by Hassan and
Hamari (2020) to investigate the integration of gamification and game-based methods
in sustainability education. The literature search was conducted in September 2024.
An initial exploratory phase was undertaken to identify and refine potential keywords
for the search strategy. As with any literature review, no keyword selection could
guarantee exhaustive results. The search query ultimately employed was: (sustainab*
OR environmental*) AND (educat* OR learn* OR teach*) AND (gamification OR
serious game* OR video game* OR storification OR board game* OR game-based*).
These keywords were selected to reflect both the broad spectrum of sustainability
related education practices and the diverse terminology associated with game-based
learning approaches. The keyword “environmental” was included to account for the
frequent conflation of sustainability with environmental concerns in academic
discourse, thereby ensuring comprehensive coverage of studies that address
sustainability through purely an environmental lens.
The search was conducted across three major academic databases: Scopus, Web of
Science and PubMed. These were chosen for their comprehensive coverage of
interdisciplinary research, particularly in the fields of education, psychology,
environmental studies and health related behavior change. The initial search yielded
2,738 records. After removing duplicates (403), the titles and abstracts of the
remaining 2,335 records were screened resulting in 496 papers for full-text
consideration. The inclusion criteria focused on studies that (1) explicitly addressed
gamification or game-based learning; (2) engaged with sustainability education
contexts; and (3) reported learning outcomes, impacts or indicators of cognitive,
emotional or behavioral change, including the development of key ESD competencies.
Papers were excluded if they were literature reviews, written in a language other than
English, or focused solely on describing game development processes without
reporting on educational implementation or outcomes. The review coding is still
ongoing with the current insights drawn from a systematically analyzed subset of 86
papers published between January 2021 and October 2024. Of the 496 papers
selected for full-text review, these 86 papers were the ones that had been fully
screened, read and coded at the time of writing. These formed the analytical base for
this paper and were considered sufficiently diverse in topic, context and methodology
to offer meaningful insights into current trends and gaps. Data coding followed a
deductive approach and focused on examining how the studies align with
sustainability education goals outlined in the ESD framework (Wiek et al. 2011), as
well as game types, target audiences, educational contexts, and reported outcomes.
Thematic synthesis was further employed to identify patterns and gaps within the
literature. During this process, themes of agency and hope emerged from the data.
These emergent themes were then explored in greater depth. To guide this
exploration, Snyder’s hope theory (Snyder 2000) was applied as an interpretive lens
to explore how the interventions foster elements of hopeful thinking. Coding, at this
stage, has been done by the lead author, with discussions over unclear cases with the
co-authors where needed.
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FINDINGS
This section presents the key findings. The review examined the types of game terms
employed, the mechanics that drive engagement and the learning outcomes
achieved. It also examines the competencies these interventions aim to develop and
the SDGs addressed. Additionally, the review considers the intended impacts of these
initiatives and the sustainability dimensions that are prioritized. In addition, the
analysis also identifies how elements of hopeful thinking, as framed by Snyder’s Hope
Theory (2000), are reflected in the reviewed studies.
Figure 1 illustrates the distribution of intervention types in the reviewed studies. The
results indicate a preference for digital and board games, which constitute 32% and
29% of the interventions, respectively. This near-equal representation indicates a
balance between technological and analog interventions. Gamified approaches
accounted for 13% of interventions, reflecting a growing trend toward embedding
engagement-driven elements into traditional learning frameworks. Augmented
reality (AR) and virtual reality (VR) made up 7% and 6%, respectively.
The significant presence of board games emphasizes their unique value in fostering
interpersonal skills and promoting communication—critical elements in sustainability
education. With board games, participants engage in both human-to-human
interactions and human-to-environment interactions. By encouraging face-to-face
interaction and collaborative problem-solving, board games create social learning
environments that drive engagement and enhance understanding (Manshoven and
Gillabel 2021; Scurati et al. 2022). This hands-on, low-tech approach not only supports
contexts with limited technological access but also leverages social dynamics to
reinforce learning outcomes. Digital games, on the other hand, offer scalability,
accessibility and the ability to simulate complex sustainability scenarios (Scurati et al.
2022). In addition, both digital games and VR have been shown to foster nature
connectedness and relatedness, potentially helping players form emotional ties to
natural environments (Avcu and Yaman 2024; Spangenberger et al. 2022).
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Figure 2: Outcomes reported in the literature
Figure 2 illustrates the distribution of learning outcomes across the reviewed studies,
revealing a predominant focus on Knowledge and Awareness, which appears as the
most frequently targeted outcome. This indicates that the primary goal of many
gamified and game-based sustainability interventions is to enhance learners'
understanding of sustainability concepts, challenges and potential solutions. Given
the multifaceted nature of sustainability issues, emphasizing foundational knowledge
is essential for equipping participants with the necessary information to make
informed, responsible decisions. Moreover, such cognitive outcomes can serve as an
important starting point in the formation of hope, as they can help learners articulate
clear sustainability goals and begin to imagine actionable pathways toward them.
Following this, Motivation and Engagement emerges as the second most targeted
outcome, reflecting the dual objective of not only informing learners but also inspiring
active interest and involvement. This aligns with the core purpose of gamification,
which often leverages motivational elements to increase participants' investment in
the learning process. Interventions that effectively cultivate motivation and emotional
engagement can help lay the groundwork for constructive hope, by strengthening the
affective and agentic basis through which learners can come to see themselves as
capable of pursuing meaningful sustainability goals.
By contrast, Behavior Change and Action and Behavioral Intention are among the least
frequently targeted outcomes, reflecting the persistent challenge of translating
awareness and attitude shifts into concrete, sustainable actions. While building
knowledge and fostering engagement are important precursors, supporting learners
in moving from intention to action often requires development of both individual and
collective agency, along with opportunities to explore viable strategies for change.
Although many interventions help articulate sustainability goals and stimulate
emotional investment, fewer extend this trajectory by reinforcing the cognitive and
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strategic tools learners need to envision and pursue actionable pathways. This gap
may reflect the complexity of designing for and measuring long-term behavioral
outcomes. As a result, the pathway from hopeful thinking to sustained behavioral
engagement remains underrepresented within the reviewed literature.
Systems thinking emerged as the least targeted competence. This points to a gap in
supporting learners’ understanding of interconnectedness and their capacity to
perceive interdependencies and complex causal relationships. Without this
perspective, it can be more difficult for individuals to identify where and how action
is possible.
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Figure 4: SDG goals addressed in the literature
Figure 4 illustrates the distribution of the SDGs targeted by the interventions. The data
reveals that SDG 12 (Responsible Consumption and Production) is the most frequently
addressed. This strong emphasis reflects the growing recognition of the need to foster
sustainable consumption patterns and advance circular economy practices. SDG 13
(Climate Action) follows closely, demonstrating the critical role of environmental
education in raising awareness and driving action on climate-related challenges. SDG
11 (Sustainable Cities and Communities) and SDG 15 (Life on Land) also feature
prominently, illustrating the contribution of gamified and game based learning to
urban sustainability initiatives and biodiversity conservation.
Conversely, SDG 16 (Peace, Justice, and Strong Institutions) is targeted by only one
intervention, reflecting limited engagement with governance and institutional
dimensions. Similarly, goals such as SDG 1 (No Poverty), SDG 2 (Zero Hunger), SDG 4
(Quality Education), SDG 5 (Gender Equality) and SDG 10 (Reduced Inequalities)
receive less focus, with just three interventions each.
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Figure 5: General focus of the reviewed literature
While environmental issues often serve as tangible and immediate entry points for
engagement, the limited integration of social and economic dimensions suggests
missed opportunities to cultivate more holistic understandings of sustainability.
Broadening the focus to include these often-overlooked aspects can provide learners
with a wider array of entry points and action possibilities, enabling them to relate
sustainability challenges to their own contexts and concerns. This inclusive framing
not only deepens understanding of the interconnected nature of sustainability but
also promotes multiple routes to meaningful impact. In doing so, such interventions
have the potential to strengthen pathways thinking and reinforce learners’ sense of
agency, thereby supporting the belief that diverse, collaborative and context-specific
forms of action are both necessary and achievable for advancing sustainability goals.
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orientation, the development of hopeful thinking, especially the capacity to chart
pathways forward, may remain underdeveloped.
DISCUSSION
Amidst the global sustainability challenges and mounting uncertainty, hope is more
important than ever. It can provide the motivation to act, even in the face of
overwhelming difficulties (Pharris 2024). While systemic issues may seem beyond the
control of any single person, individuals and communities can still contribute to
meaningful change. Games and gamification, as tools for education and engagement,
can play a significant role in this process. Through their interactive and immersive
nature, they empower individuals to make decisions, collaborate and experience the
impact of their choices in a controlled environment. At the same time, they foster a
sense of agency and collective responsibility (Canossa et al. 2022; Cid et al. 2024; Novo
et al. 2024). This discussion will examine how games and gamification can support
sustainability efforts, utilizing Snyder’s Hope Theory to analyze how these methods
can cultivate pathways thinking, agency and collective action.
Goal-Setting
Snyder’s (2000) theory begins with goal-setting. Clear, meaningful goals provide
direction, transform abstract challenges into tangible targets and inspire action. This
principle is directly mirrored in games, where goal-setting is a core mechanic (Salen
Tekinbaş and Zimmerman 2003). Games motivate players by presenting achievable
objectives, fostering a sense of progression and purpose, and enabling them to
connect their actions to meaningful outcomes. This also reflects the core tenets of
Goal-Setting Theory, which demonstrates that specific, challenging goals enhance
motivation and performance (Locke and Latham 1990).
Our findings indicate that knowledge and awareness were the most frequently
targeted outcomes across the reviewed interventions. This emphasis plays a crucial
role in goal-setting and hopeful thinking, as it allows learners to define and refine their
goals and envision viable sustainability outcomes. As Snyder (2000) argues, high-hope
individuals tend to set more specific and meaningful goals, while vague goals are less
likely to be pursued effectively. Providing learners with foundational knowledge helps
them clarify what sustainability challenges exist and what is at stake. Thus, knowledge
acquisition not only builds literacy but also helps learners form concrete, purposeful
sustainability goals.
Similarly, in the context of gamification and game-based applications, clear goals are
some of the key aspects that help users attain their desired goals from using an
intervention (Hamari et al. 2018). We found that a lot of the reviewed interventions,
if not all, leverage goal-setting to engage learners with global sustainability challenges,
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aligning their efforts with specific SDGs. By linking in-game goals to these real-world
objectives, such tools encourage learners to internalize sustainability concepts and
envision actionable solutions (Monteiro and Sousa 2024; Novo et al. 2024). For
example, research on energy conservation demonstrates that students who set higher
goals show significantly greater awareness of energy-saving behaviors one month
later compared to those who did not (Igei et al. 2024). However, most of the studies,
as presented in figure 6, reported on short-term impacts of the interventions, leaving
open questions on the long-term. Based on that, we call upon researchers to conduct
studies that evaluate how users perform long term in reference to the goals set by the
interventions. It is important to understand the extent to which behaviors remain
aligned with the set goals, how phrasing of goals influences long-term adherence, and
if there are personal differences based on, for example, demographics.
Pathway Thinking
While goal-setting provides important direction and focus, it does not guarantee that
individuals will know how to reach their objectives. As discussed previously,
knowledge and awareness are frequently targeted outcomes, and they can play a
crucial role in initiating hopeful thinking. However, knowledge alone is insufficient.
For goals to translate into meaningful action, learners must also be equipped with the
cognitive tools and strategies necessary to chart realistic pathways forward. This is
where pathway thinking becomes essential. According to Snyder (2000), pathway
thinking reflects the perceived capacity to identify and navigate multiple routes
toward desired goals. Yet, our findings revealed that strategic and anticipatory
competences, were among the least frequently addressed in the reviewed
interventions. Strategic competence involves planning and problem-solving through
critical thinking and adaptive reasoning, while anticipatory competence draws on
creativity, foresight and long-term planning to envision and prepare for future
scenarios. These competences are vital for helping learners plan for uncertainty,
consider alternative strategies and revise approaches as conditions evolve. Their
underrepresentation suggests that while learners may be encouraged to commit to
sustainability goals, they are often not supported in building the mental flexibility
needed to act under complex or shifting circumstances.
These tools are especially relevant given the nature of sustainability crises, such as
climate change, which are often characterized as 'wicked' problems. These problems
are marked by complexity, ambiguity, and unpredictability and defy easy solutions.
Effective decision-making in these contexts often requires strategies that can adapt
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to uncertainty and provide pathways forward despite incomplete information.
Serious games, or more full-fledged narrative-based interventions, may offer a
solution as they share a number of common characteristics with games, including the
ability to capture complexity, to highlight the importance of effective communication
and to provide space for reflexive learning, collaboration and dialogue. Quantitative
and qualitative findings reveal how games designed with simulated scenarios enhance
students’ understanding of uncertainty and robust decision-making (Webber and Ozis
2024).
Another significant gap in the reviewed literature concerns systems thinking, which
emerged as the least frequently targeted competence across the interventions.
Systems thinking equips learners to understand sustainability not as a set of isolated
issues but as a complex, interdependent system of environmental, social and
economic factors. It enables individuals to identify feedback loops, cascading effects
and the broader implications of their actions. As reflected in the data collected from
the reviewed studies, sustainability is often primarily associated with environmental
issues, with SDG 12 (Responsible Consumption and Production) and SDG 13 (Climate
Action) being the most commonly targeted areas. However, sustainability is a multi-
dimensional concept, encompassing not only the environmental but also the social
and economic aspects, all of which are interconnected. A systems thinking approach
invites learners to explore these interconnections. Several studies in our review
showed how gamified learning tools can help participants recognize these
interconnections, encouraging them to consider the broader impacts of their actions
(Canossa et al. 2022; Jain et al. 2022; Kioupi et al. 2022; Muenz et al. 2023). Despite
these promising examples, the limited attention to social and economic sustainability
in current interventions reflects a missed opportunity. Without the ability to see how
different dimensions interact, learners may struggle to envision holistic solutions or
recognize the full scope of their agency. Designing more complex and nuanced
narratives is therefore necessary to approach sustainability on all dimensions. By
engaging with complex sustainability challenges, players are prompted to see how
changes in one dimension can ripple through others, both positively and negatively,
thus helping them envision practical pathways that integrate all three dimensions of
sustainability (Jain et al. 2022). We therefore call upon researchers to expand their
investigations into the social, economic and other underexplored dimensions of
sustainability, while more deliberately integrating systems thinking into game design
to enhance learners’ capacity to perceive and navigate the complex
interdependencies that characterize sustainability challenges.
Agency Thinking
Games that provide participants with the “right answers” tend to be less effective in
learning since they limit the opportunity for personal discovery. In contrast, games
that emphasize an open discovery process, where players face dilemmas and
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challenges, allow for experimentation with various strategies (Andreoni and Richard
2023; Czok et al. 2023). By learning from both successes and failures, players gain
experiential knowledge of real-world sustainability issues and possible paths forward
(Andreoni and Richard 2023). This process strengthens the concept of agency, which
is the belief that one can make a meaningful impact. When learners are given the
autonomy to navigate decisions and explore alternative pathways, their sense of
agency increases. Indeed, our review showed that perceived autonomy has been
identified as a key contributor to Behavioral Intention to Learn (BIL), particularly when
mediated by autonomous motivation and preferred learning modalities (Xiong et al.
2024). This sense of autonomy and agency often then extends beyond the virtual
world, inspiring players to take tangible steps toward sustainability in their own lives
(Hoffmann and Pfeiffer 2022).
Games that integrate collaborative mechanics not only enhance individual agency but
also strengthen collective agency. Through team-based problem-solving and shared
decision-making, players experience the interconnectedness of their actions within a
group context. By providing real-time feedback on group progress, these games
reinforce the importance of cooperative action, allowing players to recognize how
collective efforts lead to more effective sustainability outcomes.
Importantly, both individual and collective forms of agency are closely linked to
motivation and emotional engagement, which emerged as the second most
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commonly targeted learning outcomes across the reviewed studies. Games that
incorporate meaningful choices, responsive systems, and visible consequences can
enhance intrinsic motivation by supporting learners’ psychological needs for
autonomy, competence and relatedness (Rigby and Ryan 2011; Ryan and Deci 2000).
When learners perceive their decisions as impactful and relevant, they become more
emotionally invested in the learning process. This affective engagement helps
cultivate constructive hope by allowing learners to envision themselves as capable of
contributing to sustainability transformations (Ojala 2012). In turn, this belief in one’s
efficacy can serve as a powerful driver of sustained engagement and action beyond
the game.
Emotional Dimension
While anxiety was a foreseen emotion, anger emerged as an unexpected yet recurring
theme across multiple papers reviewed (Alp et al. 2024; Bekoum Essokolo and Robinot
2022; Webber and Ozis 2024), often triggered by environmental injustices. Individuals
may become overwhelmed by feelings of helplessness or channel their anger into
unconstructive actions. While anger can serve as a powerful motivator, driving
individuals to take action and increase engagement, it also has potential drawbacks.
If not managed effectively, anger can lead to disengagement, frustration, or even
counterproductive behavior. Such anger is, however, a natural and understandable
response to the current state of the planet.
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Incorporating real stakeholders into the classroom is often hindered by practical
challenges such as scheduling conflicts and time constraints. While virtual platforms
provide an alternative, coordinating meaningful stakeholder engagement remains a
complex endeavor. Role-playing games offer an elegant solution by emulating
stakeholder inclusion, allowing students to engage with critical perspectives and social
dynamics in a manageable and immersive format (Waeber et al. 2023).
Viewing games and gamification through the lens of Snyder’s (2000) Hope Theory
reveals their potential as powerful tools for fostering agency, supporting goal-setting
and encouraging pathways thinking—key competencies for addressing sustainability
challenges.
This review contributes new insights by identifying specific design features that
support these processes. For instance, choice-based decision-making, meaningful
feedback and collaborative challenges were consistently linked with enhanced
motivation, perceived control and a stronger sense of agency. These findings offer
practical guidance for developers of educational games, suggesting that interventions
should deliberately incorporate autonomy-supportive mechanics, opportunities for
collective problem-solving and visible progress indicators to build both competence
and constructive hope.
However, the current body of research indicates areas for growth, particularly in
achieving a balanced focus across environmental, social and economic dimensions of
sustainability. A clear emphasis on environmental sustainability was observed, with
social and economic dimensions receiving comparatively less attention. This
imbalance highlights the need for a more integrated triple-bottom-line approach.
Additionally, the limited focus on systems thinking—a critical competency for
addressing the interconnections between ecological, social and economic factors—
reveals a gap in fostering holistic problem-solving skills. Future interventions should
embed systems thinking alongside economic literacy and social equity to cultivate
comprehensive, interdisciplinary approaches to sustainability.
Given the recurring theme of anger, future research should explore how to balance
emotional engagement with practical solutions to ensure that anger contributes
positively to long-term sustainability goals. Moreover, limited exploration of long-
term impacts points to a significant gap in promoting sustained behavioral and
attitudinal change. Longitudinal studies and phased interventions are necessary to
ensure that initial gains translate into lasting contributions toward sustainability goals.
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By combining the motivational power of games with the psychological underpinnings
of hope, educators can cultivate learners who are not only informed but empowered
to take action. Through meaningful action, we move not just toward solutions, but
toward a hopeful future shaped by those willing to envision and work for it.
ACKNOWLEDGMENTS
This research was funded by the Finnish National Agency for Education.
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