ABSTRACT

This chapter explains the methodology and research design of a participa-tory project that investigates how board games can support young people’s understanding of, and action on, the climate crisis. The project contends that the climate crisis is both a social problem and an imaginative challenge, especially for young people whose futures are most affected by it. This project moves beyond the consideration of board games as a tool for climate education and investigates them as a means for young people (aged 16–19) to explore and communicate their ideas about climate change through processes of playing, hacking, breaking, and remaking games.