Digital Voices of the Future: Children's visions of future UK treescapes revealed through gaming
Lead Research Organisation:
University of Cumbria
Department Name: Inst of Sci, Nat Res & Outdoor Studies
Abstract
The future of UK treescapes belongs to the children and young people of today: they will witness and judge the long-term legacy of the UK Treescapes programme. Yet, interdisciplinary research that explores their engagement with treescapes temporally and spatially remains rare. Voices of the Future (VoF: NE/V021370/1) has co-produced research seeking to understand and engage children with valuing treescapes in a meaningful, hopeful manner. Even from their early years, childrens' understanding of the form and function of treescapes has been found to be nuanced and sophisticated and is usually framed within the challenges associated with observed and predicted climate change. VoF is generating research impact within educational and environmental policy and practice at local, regional and national levels. However, the impact of VoF needs scaling-up with the most important stakeholders, the children themselves. This knowledge exchange proposal seeks to address this gap to amplify the reach to a potential global audience of millions through different gaming environments.
Every child experiences treescapes differently, but what might this mean for their imaginings and world-making? Is it possible for an online environment to be the dreaming, thinking, sharing and making space for children to predict and model the different treescapes of their futures? Can we use online environments as a space to democratise knowledge exchange, both amplifying and empowering the voices of children in the planning and planting of real UK Treescapes?
The project applies key findings of VoF to co-produce and share game environments enabling children to visualise and explore what future treescapes could look like as a response to different choices made within their lifetimes. By simulating existing and new treescapes within real-world contexts, we can apply new knowledge of carbon storage and how children understand treescapes arising from VoF into game environments. This will afford children opportunities to envisage the worlds they would like to inhabit in symbiosis with their treescapes and experience a simulation of futures that are otherwise challenging to imagine, and even harder to place themselves within.
The project centres on 7 encounters between children (8-13 years) at 2 schools within The Mersey Forest locale (Parklands Primary School, Ellesmere Port Catholic High School) and the project team to co-design and develop games using two platforms: Roblox & Unity. Each encounter comprises 2 days (1 day at each school), with each day involving two 60-90 minute interactive co-design and production workshops, each of ~30 children. This will engage ~120 children in game design and development. Between encounters, the project team will compile and incorporate the resources developed in each workshop into development of assets, mechanics and narratives within the two game environments. The Mersey Forest community woodland will host an event beyond the end of the project to link game development with real-world community tree planting.
The outputs of the project will comprise immersive (Unity) and interactive (Roblox) online games enabling users to develop, visualise & share treescapes in their own real world and imagined settings. Modelling and simulating the outcome of tree planting and management in these environments will visualise how treescapes may look in the future, and can visualise and quantify the environmental (e.g. carbon sequestration, microclimate, biodiversity) socio-economic and cultural benefits provided by treescapes. These games offer potentially global scaling (Roblox has ~145 million monthly users, mainly children) of knowledge-exchange opportunities. The case example working with The Mersey Forest will evaluate how playful approaches and gaming can offer a powerful mechanism to incorporate the voice of children into the planning of treescapes and woodlands, through input to the 2025 revision of The Mersey Forest Plan
Every child experiences treescapes differently, but what might this mean for their imaginings and world-making? Is it possible for an online environment to be the dreaming, thinking, sharing and making space for children to predict and model the different treescapes of their futures? Can we use online environments as a space to democratise knowledge exchange, both amplifying and empowering the voices of children in the planning and planting of real UK Treescapes?
The project applies key findings of VoF to co-produce and share game environments enabling children to visualise and explore what future treescapes could look like as a response to different choices made within their lifetimes. By simulating existing and new treescapes within real-world contexts, we can apply new knowledge of carbon storage and how children understand treescapes arising from VoF into game environments. This will afford children opportunities to envisage the worlds they would like to inhabit in symbiosis with their treescapes and experience a simulation of futures that are otherwise challenging to imagine, and even harder to place themselves within.
The project centres on 7 encounters between children (8-13 years) at 2 schools within The Mersey Forest locale (Parklands Primary School, Ellesmere Port Catholic High School) and the project team to co-design and develop games using two platforms: Roblox & Unity. Each encounter comprises 2 days (1 day at each school), with each day involving two 60-90 minute interactive co-design and production workshops, each of ~30 children. This will engage ~120 children in game design and development. Between encounters, the project team will compile and incorporate the resources developed in each workshop into development of assets, mechanics and narratives within the two game environments. The Mersey Forest community woodland will host an event beyond the end of the project to link game development with real-world community tree planting.
The outputs of the project will comprise immersive (Unity) and interactive (Roblox) online games enabling users to develop, visualise & share treescapes in their own real world and imagined settings. Modelling and simulating the outcome of tree planting and management in these environments will visualise how treescapes may look in the future, and can visualise and quantify the environmental (e.g. carbon sequestration, microclimate, biodiversity) socio-economic and cultural benefits provided by treescapes. These games offer potentially global scaling (Roblox has ~145 million monthly users, mainly children) of knowledge-exchange opportunities. The case example working with The Mersey Forest will evaluate how playful approaches and gaming can offer a powerful mechanism to incorporate the voice of children into the planning of treescapes and woodlands, through input to the 2025 revision of The Mersey Forest Plan
| Description | 1: Children and young people often experiment with, and build their world views based on their experiences in online, collaborative game worlds. 2: Most gaming environments represent the projection of adult views on what children 'should' be doing or thinking. 3: Co-designing and co-developing a videogame with children results in a gaming environment that is considered more natural and engaging to children, including those that have not been involved in the development of the game. 4: Building in simple ecological models of urban treescapes into a game world using Roblox enables players of the game to build their knowledge and understanding of these environments in a fun, informal and generative way. Our work is still ongoing (project not due to end until 31st March), but we find that observation of children's engagement with the online environments offers rich information that offers authentic and detailed understanding of how they relate to different types of urban treescapes |
| Exploitation Route | The project remains ongoing, and some of the key evaluation is yet to take place. However, the use of games and creative activities in consultation and public engagement enables researchers and policy makers to reach otherwise hard to engage publics. This has implications for local to national policy makers and practitioners for how to optimise public engagement in decision making, particularly in sensitive themes (environment, health etc..) and with vulnerable groups (e.g. children). |
| Sectors | Communities and Social Services/Policy Digital/Communication/Information Technologies (including Software) Education Environment Culture Heritage Museums and Collections |
| URL | https://www.cumbria.ac.uk/study/academic-departments/institute-of-science-and-environment/digital-voices-of-the-future/ |
| Description | The game design and development work, and the narratives offered by the children participating within Digital Voices of the Future has been used to inform the consultation for the refresh of The Mersey Forest Plan (April 2025 publication). Using a game design and playing approach has enabled us to reach an audience rarely engaged in environmental decision making. The project is still ongoing (March 2025), but in the final sessions DEFRA's trees and woodland monitoring and evaluation team will be involved to explore how our approach might be used more widely in UK environmental policy consultation and decision marking. |
| First Year Of Impact | 2025 |
| Sector | Communities and Social Services/Policy,Education,Environment |
| Impact Types | Cultural Societal Policy & public services |
| Description | UKRI Impact Funding: Impact funding to support outreach event with Eureka! Science and Discovery Centre, Wallasey |
| Amount | £2,000 (GBP) |
| Organisation | University of Cumbria |
| Sector | Academic/University |
| Country | United Kingdom |
| Start | 03/2024 |
| End | 07/2024 |
| Description | Membership of Board of The Mersey Forest Ideas Lab |
| Organisation | The Mersey Forest |
| Country | United Kingdom |
| Sector | Charity/Non Profit |
| PI Contribution | I have been invited onto the board of the Mersey Forest Ideas Lab, which is an initiative co-ordinated by the Mersey Forest to draw together a number of universities and research institutes to develop the idea of the community forest becoming a hub of research and engagement in the area of urban treescapes and the relationships between humans and woodland ecology. |
| Collaborator Contribution | This is an ongoing initiative which is generating emergent ideas for funding bids for both research and knowledge exchange. |
| Impact | None yet, but we are currently developing a series of proposals both for academic and public engagement activities as part of the refresh of The Mersey Forest Plan. |
| Start Year | 2024 |
| Title | Digital Voices of The Future Roblox game |
| Description | This is the game that was co-designed and developed with children from two schools in Ellemere Port. |
| Type Of Technology | Webtool/Application |
| Year Produced | 2024 |
| Impact | The game was used as a mechanism to enable children to learn, reflect upon urban tree ecology, and to consider their own relationships with urban treescapes. We have used this game to invite 'hard to reach' audiences the opportunity to share their thoughts and dreams of what their own localities might look like in the future. These ideas contributed to a refresh of The Mersey Forest plan in 2025 |
| URL | https://www.roblox.com/games/112320875314191/Treescapes-V2 |
| Description | Assembly for Year 10, Ellesmere Port Catholic High School |
| Form Of Engagement Activity | A talk or presentation |
| Part Of Official Scheme? | No |
| Geographic Reach | Local |
| Primary Audience | Schools |
| Results and Impact | 16th February: Assembly to 170 Year 10 children not involved in either of the Treescapes projects to explore how young people view and relate to their local environment. I used Mentimeter to gather anonymous data on how children view their local to regional environment, and invited feedback from the children about the types of urban treescapes they recognise and value. |
| Year(s) Of Engagement Activity | 2024 |
| Description | Health Determinants Research Collaboration presentation |
| Form Of Engagement Activity | Participation in an activity, workshop or similar |
| Part Of Official Scheme? | No |
| Geographic Reach | National |
| Primary Audience | Policymakers/politicians |
| Results and Impact | Online seminar and discussion for the Health Determinants Research Collaboration, to health and public policy specialists looking to use research evidence in formulating new policy and practice in health- and social care. Focus was on using creative methods to gain authentic voice from children in environmental planning and policy making. |
| Year(s) Of Engagement Activity | 2025 |
| Description | Health Determinants Research Collaboration talk: How can online games better engage public audiences in decision making |
| Form Of Engagement Activity | Participation in an activity, workshop or similar |
| Part Of Official Scheme? | No |
| Geographic Reach | International |
| Primary Audience | Professional Practitioners |
| Results and Impact | Online webinar for HDRC about both Voices and Digital Voices of the Future projects, to explore ideas of how to better engage public audiences. |
| Year(s) Of Engagement Activity | 2025 |
| Description | PACT Penrith Action for Community Transformation |
| Form Of Engagement Activity | A talk or presentation |
| Part Of Official Scheme? | No |
| Geographic Reach | Regional |
| Primary Audience | Public/other audiences |
| Results and Impact | October 2024: PACT: Penrith Action for Community Transformation. Climate Change and Cumbria: how can we engage young people in environmental policy decisions?. Invited keynote speaker for the AGM of the organisation. ~100 in audience |
| Year(s) Of Engagement Activity | 2024 |
| Description | Windermere Science Festival |
| Form Of Engagement Activity | A talk or presentation |
| Part Of Official Scheme? | No |
| Geographic Reach | Regional |
| Primary Audience | Public/other audiences |
| Results and Impact | Can video games save the planet? Invited headline presentation at a public science festival with ~100 people in the audience. This introduced many of the themes that have been explored within both Voices and Digital Voices of the Future, and I was approached by a number of members of the audience to get more information about both projects. |
| Year(s) Of Engagement Activity | 2024 |
| Description | Worldbuilding Workshop: Camberwell College of Art, May 2024 |
| Form Of Engagement Activity | Participation in an activity, workshop or similar |
| Part Of Official Scheme? | No |
| Geographic Reach | Regional |
| Primary Audience | Schools |
| Results and Impact | Eleanor Dare ran a world building workshop as an outreach activity with Camberwell College of Art, making extensive use of the physical models and scanned digital assets developed within Digital Voices. This resulted in discussion and follow up meetings with both tutors and pupils about co-production and working with children in world building activities. |
| Year(s) Of Engagement Activity | 2024 |
| Description | Worldbuilding as a method and methodology presentation, Cambridge Creativity Conference, May 2024 |
| Form Of Engagement Activity | A talk or presentation |
| Part Of Official Scheme? | No |
| Geographic Reach | National |
| Primary Audience | Industry/Business |
| Results and Impact | Eleanor Dare presented to the Cambridge Creative Research Conference, 16th May 2024. This meeting draws together academics and researchers with representatives from the gaming industry to explore potential collaborations and for researchers to directly inform and engage industry professionals, creative media experts and artists. |
| Year(s) Of Engagement Activity | 2024 |
| URL | https://www.enterprise.cam.ac.uk/events/creative-cambridge-2024/ |
