@misc{10481/46288, year = {2017}, month = {10}, url = {http://hdl.handle.net/10481/46288}, abstract = {In search of innovative approaches to raise climate change awareness among digital natives, online and serious games are gaining currency as new platforms for communication, education and social change. Thanks to their interactivity and immersive narrative, games have capacity to convey to young people the problems that they will be facing in the future and enable them to experience these problems directly through the game. In addition, online games can offer the possibility to be implemented in educational contexts as a didactic tool for teachers. This study aims a) to present a checklist with validated evaluation criteria identified through the Delphi method; and b) to conduct a qualitative evaluation of communicative and educative elements of a sample of 24 online climate change games targeting youth and produced in Spanish. Our findings suggest that the games evaluated seem to be on the right path, making the topic of climate change local, visual and connected, although there is still room for improvement in terms of contents, gameplay and didactics.}, publisher = {Elsevier}, keywords = {Games}, keywords = {Climate change}, keywords = {Youth}, keywords = {Delphi}, keywords = {Environmental education}, keywords = {ICT (Techonologies of Information and Communication)}, keywords = {Evaluation}, title = {Gaming climate change: Assessing online climate change games targeting youth produced in Spanish}, doi = {10.1016/j.sbspro.2017.02.154}, author = {Ouariachi, Tania and Olvera Lobo, María Dolores and Gutiérrez Pérez, José}, }