Introduction to the EcoQuest2 project, and the answer to the question ‘why’?
As you may have noticed, this project has the number 2 in its name: why is that?
That’s a very good question!
The EcoQuest project (the first of its kind), which ran until March 2025, aimed to support education on the green transition and sustainable development by creating a narrative video game to teach about climate change, the EU’s green policies and how young people can get involved. As Gabe Zichermann says it so well:‘‘Games are the only force in the known universe that can make people act against their own self-interest, in a predictable way, without the use of force’’
This is what we observed by running this first project over a full year, and by introducing young people to video games. This is what initiated our goal to explore this concept in greater depth. First, EcoQuest2 enables us to go deeper into environmental themes based on three pillars:
-Young people need the skills to act for a sustainable future
-Youth work can empower the next generation of changemakers
-Learning should be engaging and inclusive
Based on this, we have also explored in further detail the playful concepts that would support these objectives:
-A "serious video game" in which the fun element takes a bigger place, making it appealing to a wider audience and thereby increasing the project’s impact,
-A live-action role-playing game (known as LARP), to enable educators to offer their young people a highly immersive activity without the need for digital tools, and thereby reach the most disadvantaged communities, who are the hardest hit by environmental challenges. In contrast to EcoQuest1, which ran for one year, EcoQuest2 will last two years.
The first year is dedicated to developing the project’s core resources, particularly for the technical partners, who will focus on creating the games with pedagogical validation from the pedagogical partners.The second year will focus on testing the games with young people and educators in order to validate the educational relevance already assessed by the pedagogical partners, as well as to gather qualitative feedback from the field to adjust certain aspects of the games. By the end of the project, we will be confident that we have relevant resources that meet the needs of educators and young people, helping them to better understand and develop the skills required to work for a sustainable future and become true agents of change!
Feel free to follow the project partners on their social media to stay updated on the project’s progress, and feel free to contact them directly if you are interested in taking part in the fieldtest from November 2026
For France: YuzuPulse
For Poland: Fundacja Edukacyjna Nausika
For Croatia: Udruga Zelena Istra
For Slovakia: Europsky Dialog
For Belgium: Logopsycom