Submitted
2025 Global Climate Challenge

The Adaptation Game

Team Leader
Ben Pederick
The Adaptation Game (TAG) is an inclusive story-telling experience that scales climate change and disaster preparedness down from overwhelming global fears to local, human risks and realities. TAG provides a fictional experience of ‘living through’ three natural disasters in their local area. TAG enables players to create their own place-based stories that clearly and meaningfully humanise the concept of disaster...
What is the name of your organization?
The Adaptation Game
What is the name of your solution?
The Adaptation Game
Provide a one-line summary or tagline for your solution.
A digital-ready climate preparedness game that uses location-specific maps and scenarios to make climate risks tangible, relatable, and actionable.
In what city, town, or region is your solution team headquartered?
Melbourne VIC, Australia
In what country is your solution team headquartered?
AUS
What type of organization is your solution team?
For-profit, including B-Corp or similar models
Film your elevator pitch.
What specific problem are you solving?
Climate change is upon us, and millions of people around the world are already feeling the effects of climate-induced disasters that are increasing in regularity and severity. Even within populations that support mitigation and adaptation for climate change, 51% state they do not know what to do, and among those aware of their risk of climate disaster, only 50% view preparation as likely to be useful in the case of an emergency. This is despite clear evidence that preparing for climate-induced disasters has a massive benefit for communities in the case of a disaster - saving $13 for every $1 spent in preparation. Many factors combine to prevent aligned people from taking action to prepare for climate change, including not understanding local risk, normalcy bias, information overload/lack and a perception that mitigation and adaptation require considerable resources. This means that even people who have means and opportunity to adapt for climate change, are not prepared when disaster hits. References: https://www.eeca.govt.nz/insights/eeca-insights/public-attitudes-and-action-on-energy-and-climate-change/ https://www.riskandresiliencehub.com/are-americans-prepared-for-disasters-femas-survey-reveals-key-findings/ https://www.uschamber.com/security/being-prepared-for-the-next-disaster-pays-off-new-study-shows https://www.christopherroosen.com/blog/2020/1/19/from-the-titanic-to-climate-change-how-normalcy-bias-causes-us-to-deny-disaster https://www.sciencedirect.com/science/article/pii/S2590332222004298
What is your solution?
The Adaptation Game (TAG) is an inclusive story-telling experience that scales climate change and disaster preparedness down from overwhelming global fears to local, human risks and realities. TAG provides a fictional experience of ‘living through’ three natural disasters in their local area. TAG enables players to create their own place-based stories that clearly and meaningfully humanise the concept of disaster planning and climate change into players’ lives in a meaningful, practical, actionable way. TAG has shown considerable success with a number of players reporting taking action after the game, including changing careers, volunteering with local emergency services, creating a WhatsApp group to connect with neighbours with pets to ensure care in an emergency, creating a family emergency plan and generally reporting a better understanding of personal and communal resilience. TAG is currently a board game developed in partnership with local governments, however, we are now taking TAG digital to utilise AI and digital technology to enable more people to be able to experience TAG and take action to make themselves and their communities more resilient.
Who does your solution serve, and in what ways will the solution impact their lives?
We currently operate in Australia, Canada and New Zealand with opportunities emerging in Europe and the US. Our focus audience to date has been local governments in Australia. These communities are not necessarily underserved, but a lack of preparation in these communities presents a high cost in event of a disaster, with every $1 spent on preparation saving $13 - funds which could be used elsewhere. Our solution has shown significant capability to have players take action to adapt for climate change. TAG’s target populations within current jurisdictions are: Persuadables: The 69% just want to know what they can do and are motivated by direct action. Grey warriors: Typically retirees 65+ who use their time supporting causes they care about. Young people: Late high school to university age - highly motivated but don’t feel like they have agency. Young Professionals: Settled and spend a lot of ‘worry’ thinking about their future. We work with council partners to specifically host and recruit players from vulnerable populations including running games at community houses and have had facilitators volunteer to live-translate games. The best games are those with a diverse mix of players open to learning from each others’ lived experiences.
Solution Team:
Ben Pederick
Ben Pederick
Director