Thematic Article
In My Boat: a card game designed by community researchers to explore the impact of environmental change on marine ecosystems
david.white.myresearch@gmail.com
Abstract
This work presents the development of an educational ecology-focused card game created in collaboration with a grass-roots community group. Employing a participatory action research (PAR) methodology, the group gathered and analysed data on public attitudes towards climate change and card games to inform the design of the game. Key findings revealed a general awareness of environmental change but a limited understanding of its causes. Additionally, the public expressed a positive attitude towards both card games and education through this medium. Building upon these insights, the group designed a card game that explores climate change and pollution threats to a marine ecosystem. The PAR approach was found to be effective in designing a card game through community-led dissemination of results and decision-making. This article is published in the Thematic Collection ‘Participatory Engagement and Game Playing for Achieving Sustainable Net-Zero Transition’, edited by Jing Zhao, Eirini Gallou, and Ievgeniia Kopytsia.
Keywords
participatory action researchgame designeducationecologyclimate change| Climate change questions | |
|---|---|
| Q1. | How would you describe your understanding of the current environmental issues impacting marine ecology? |
| Q2. | Have you ever participated in any activities or initiatives related to environmental conservation? Can you describe this experience? |
| Q3. | In your opinion, how can we better educate the public about the effects of climate change on marine ecosystems? |
| Q4. | What role do you think individuals can play in mitigating the impact of climate change on marine ecosystems? |
| Q5. | How do you feel about the idea of using games as a medium to raise awareness and educate about environmental issues? |
| Board games questions | |
|---|---|
| Q1. | Can you describe your experience with board games? Which ones have you played and enjoyed the most? |
| Q2. | In your opinion, what makes a board game engaging and enjoyable? |
| Q3. | What were the names of any climate themed games you have played? If so, what was the experience like? |
| Q4. | How do you think board games can be used to educate players about important topics, such as environmental issues? |
| Q5. | If a board game was designed to simulate a marine ecology, what elements or features would you expect or want to see in it? |
| Opportunities | |
|---|---|
| Learning and skill development | Gaining new skills, understanding game theory, and applying personal knowledge. |
| Community and social engagement | Building teamwork, enjoying social interaction, and working towards a shared goal |
| Educational impact | Enhancing educational content, particularly related to environmental awareness |
| Personal and global contribution | Making a positive difference in the world and contributing to environmental awareness. |
| Fun and creativity | Encouraging creativity and enjoyment through the process of creating a game |
| Challenges | |
| Logistical and time constraints | Managing time and balancing other commitments |
| Experience and knowledge gaps | Overcoming a lack of experience in research, gameplay, and content depth |
| Diversity and representation | Addressing questions about diversity within the group |
| Game design considerations | Deciding on game objectives, design, complexity, and the nature of the competition |
| Psychological factors | Handling disagreements, listening to each other, and managing creativity-related anxiety |
| Understanding and engaging players |
|---|
| Identify popular board games and understand player engagement. |
| Gauge preferences for setup ease, play speed, competition, and game type (card or board). |
| Explore whether the subject is niche and assess the potential gap in the market. |
| Design and creativity |
| Research graphics, symbols, colours, and keywords for game design. |
| Consider both individual choices and collective empowerment in game mechanics. |
| Assess whether to have a national or international focus in the game. |
| Education and environmental awareness |
| Investigate existing climate-themed games and understand their appeal. |
| Determine how educational the game should be and how design can captivate players. |
| Understand existing environmental knowledge levels and use research to inform design. |
| Collaboration and community |
| Explore how collaboration in games can foster environmental understanding. |
| Consider shifting focus from individual actions to community efforts. |
| Use research to collect diverse perspectives and turn complex topics into relatable ones. |
| Market and practical considerations |
| Assess public interest in environmental games and find out if there’s a market demand. |
| Debate the appropriateness of card vs. board game formats. |
| Reflect on the balance between complexity, fun, educational value, and potential impact. |
| Concept | Dots (votes) |
|---|---|
| Card game | 4 |
| Board game with cards | 4 |
| Board game without cards | 1 |
| Single ecosystem | 5 |
| Multiple ecosystems | 7 |
| Bad guy = other players | 2 |
| Bad guy = the game | 5 |
| Bad guy = mixed (game + players) | 7 |
| Team based (working as a team) | 0 |
| Self interest (individual players) | 7 |
| Mix of teams/self interest | 3 |
| The use of dice | 2 |
Copyright statement
© The author(s) 2026. This is an open access article licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 4.0 International LicenseCite this article
White, D., Stevenson, L., Pringle, T., Morris, C., Sawyer, R., Bailey, J., Lewney, A., Mouat, K. & Southall, N. (2026), ‘In My Boat: a card game designed by community researchers to explore the impact of environmental change on marine ecosystems’, Journal of the British Academy, 14(2): a15 https://doi.org/10.5871/jba/014.a15No Data Found
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