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Changing Student Eco Behaviours

research report library

We now have a library of research reports that show the benefits and savings that can be made through our games-centric, experiential approach to education and learning for a range of different age groups and socio economic types. Please scroll down to read more about them and to download, for free, any or all of the reports.

12 Days of COPmas

12 days of COPmas report

Throughout the 12 days of negotiations of the COP21 meeting in Paris in November/December 2015, eco action games, and its partners, ran a communications campaign to highlight the importance of a range of topics to the climate change discussions.

We chose a daily topic to discuss and covered themes as diverse as energy, excess consumption, biodiversity, food, transport and much else, the linking thread was that they all had a significant bearing on the COP21 discussions.  This report brings all twelve topics together in one place for easy reference.

Please click here to download the COPmas report.

Or to view the campaign online, click here

Schools Water Education & Engagement

Schools water education & engagement report

Throughout the school years 2014-15 -16-17, eco action games, with its delivery partner Green Gumption, has run a schools education and behavioural change project on behalf of its client Thames Water.

 Concentrating primarily on a quantitative study of the attitudes, opinions and behaviours of children from the ages of 6 to 11 and their families, both before and after the project took place in their school, we have some fascinating insights into the understanding of schoolchildren regarding water and its use.

In the first year of the project, we surveyed over 1800 children and over 500 families about their attitudes towards water and water saving, making this one of the biggest studies into water attitudes and awareness in the UK to date. We then received feedback from over 350 children and 150 families, after the project had run in their school, for the post-project evaluation.

We have subsequently run the project for a further two years, and have worked with 76 schools and spread the water saving messages to approximately 25,000 school children. in the summer of 2017, we will release an updated report that will consolidate the results from the three years the project has run for.  come back in the summer to download the updated version of the report

The results are fascinating and extremely positive in the proof that our games-centric, positive approach to eco-education for primary and secondary level education is extremely effective and cost efficient.

Please click here to download the report.

Changing Student Eco Behaviours

University students’ evaluation research report

This report, authored  with the University of Manchester, reports the findings from a study conducted in 2014 where we worked with a group of 1st year undergraduate to evaluate the effectiveness of a games-centric experiential learning approach to changing eco behaviours in students.

The results prove that a games led approach to education and engagement in the student population is a very effective approach. The results gathered from students are the most positive and encouraging we have experienced throughout all of our research projects.

Please click here to download the report.

Brockwell Lido Event Report

Brockwell Lido water playground report

On 5 October 2014,  an explosion of Fun Palaces erupted all over the country. They celebrated the centenary of the legendary radical playwright and theatre director, Joan Littlewood, and were pop-up free events that celebrated both science and the arts.

eco action games hosted a water saving eco playground, sponsored by Thames Water, in celebration of our setting next to Brockwell Lido. This report highlights the findings and water savings we achieved on the day.

Please click here to download the report.

Eco Action Games Evaluation

eco action games research report

Throughout 2013, the fun & games team hosted events, workshops, playgrounds, engagement training for corporates and sessions for people of all ages and walks of life. Over that time we entertained around 1000 people with our eco educational games.

As well as entertaining people we have been also testing out our new theory. This theory is set to turn the current paradigm of ‘misery messaging’ and doom & gloom communications on its head.  We have been testing a new approach that we can educate, engage and inspire people into action by tapping into their competitive spirit and persuading them to play their way to a more sustainable lifestyle.

The results are impressive. Over 90% of all attendees enjoyed the event and the games they played. Two thirds learnt something new and useful about environmental actions they could adopt that they were taking back to their home/office environments. In follow-up surveys, undertaken some months later, all  respondents reported they had already taken action and the average number of actions adopted was four, with another two planned.

Please click here to download the report.

Science Museum Event Report

Science Museum launch event report

At our Science Museum eco action games launch event not only were we entertaining and informing attendees about environmental actions they could take to become more eco-friendly, but we were also carrying out research behind the scenes.

Over three quarters of the audience filled in the feedback questionnaire. The questions covered their thoughts on the event itself; what games they played and their motivations for playing; what they learnt and were they going to take further actions as a result.

Please click here to download the report.

Please note: if you are having trouble downloading the files, please go to the ‘us’ page to get in touch and we will email you a copy.

gamification in the environmental sector

Paula Owen, co-founder of  eco action games and an environmental consultant, has written a short guide to explore the potential of gamification for organisations, councils and businesses to help them engage their staff, stakeholders and customers in sustainability.

It explores the short history of gamification itself, and then marshalls the available case studies and evidence for how this new engagement technique is playing out in the environmental sector.


Eco Gamification

how gamification can help your business engage in sustainability

Published by Do Sustainability as a DoShort,  it was published to coincide with the launch event for eco action games at the Science Museum in 2013.  You can buy your copy here, and using the code GAME15 for a 15% discount on the purchase price.

Read what people are saying:

“Here’s how it looks today. Every nation on Earth has to start living more sustainably. It can’t be done without the buy-in of those nations’ citizens. This is proving remarkably difficult, as all the usual ways of securing ‘lasting behaviour change’ fall by the wayside.  And piling on the doom and gloom doesn’t help much either. Part of the solution, suggests Paula Owen, is to take the tried and tested principles of gamification and put them to work in this complex, challenging territory.

For instance, the best way of countering today’s pervasive sense of powerlessness (given the scale of the challenge with things like accelerating climate change) is to show people that what they do as individuals is making a difference – playfully but still with a serious underlying purpose.

I can strongly recommend this as a real ‘How To’ book. It’s fun, hugely informative and very challenging. And if any local authority still can’t work out to how to reduce the amount of waste it sends to landfill, it could do a lot worse than start with Paula’s own test case in the final chapter!”
Jonathon Porritt, Founder Forum for the Future

“Gamification is emerging as a key weapon in the sustainable business armoury. Dr Paula Owen’s book may well turn out to be a milestone in its development”
Jim Woods, CEO, Green Mondays

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