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                <text>Faculty Publications</text>
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    <name>Conference Paper</name>
    <description>Faculty Publications- Conference Papers</description>
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          <name>Creator</name>
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              <text>Iwendi, Celestine; Aboutorabi, Negin; Uwah, Salome Enoshi; Amiri, Farnoud; Hollins, Paul; Sharma, Vandana</text>
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          <name>Title</name>
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              <text>Gaming for the Planet: Exploring Belief, Motivation, and Behaviour in Climate-Conscious Play</text>
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          <name>Date</name>
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              <text>01-01-2025</text>
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              <text>Proceedings of the 2025 International Conference on Artificial Intelligence and Emerging Technology, Global AI Summit 2025;pp.573-578</text>
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          <name>Identifier</name>
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              <text>&lt;a href="https://doi.org/10.1109/AISummit66170.2025.11410911" target="_blank" rel="noreferrer noopener"&gt;https://doi.org/10.1109/AISummit66170.2025.11410911&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;&lt;a href="https://www.scopus.com/pages/publications/105035287029?origin=resultslist" target="_blank" rel="noreferrer noopener"&gt;https://www.scopus.com/pages/publications/105035287029?origin=resultslist&lt;/a&gt;</text>
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              <text>Iwendi C., University of Greater Manchester, Centre of Intelligence of Things, Bolton, United Kingdom; Aboutorabi N., University of Greater Manchester, Centre of Intelligence of Things, Bolton, United Kingdom; Uwah S.E., University of Greater Manchester, Centre of Intelligence of Things, Bolton, United Kingdom; Amiri F., University of Greater Manchester, Centre of Intelligence of Things, Bolton, United Kingdom; Hollins P., University of Greater Manchester, Centre of Intelligence of Things, Bolton, United Kingdom; Sharma V., Christ University, Computer Science Department, Bengaluru, India</text>
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              <text>The emergence of digital games as an impactful medium for engaging audience from diverse background and clime cannot be overemphasised in today's world of sophisticated technologies and high-end devices. This study explored the potential capabilities of digital games in influencing beliefs, motivations, and behaviours that have connections with climate. The main purpose was to understand the psychological and structural game design elements that promotes measurable ecological impact. Case studies from the EU-funded GREAT Project, such as Play2Act, and broader literature on gamification for environmental engagement. Data from a global in-game poll (n &amp;gt; 180,000) was analysed to gain insights into how green messaging within popular games translates into real-world behavioural changes. Findings from the study shows that 65% of players reported increased awareness of climate issues. Also, results indicated that 40% of the players adopted at least one new eco-friendly behaviour after gameplay. Finally, it was found that specific game design elements like reward systems and narrative integration. The study concluded that mainstream digital games could serve as scalable tools for environmental engagement, which can bridge the gap between environmental psychology, game studies, and design research. We recommend that future research should focus on refining these design frameworks and integrate them into policy to maximise the ecological impact of digital games. integration.  2025 IEEE.</text>
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          <name>Publisher</name>
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              <text>Institute of Electrical and Electronics Engineers Inc.</text>
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              <text>ISBN: 979-833155379-1;</text>
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              <text>English</text>
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              <text>Restricted Access; Hardcopy may be available in the library</text>
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              <text>online</text>
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