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Guardians of the Climate

Biblioteca di Abano Terme

Middle school kids
Project Type
Virtual Reality

A virtual reality experience to raise awareness about the climate change challenge and educate individuals about the objectives of the 2030 Agenda.


Empowering young people to the challenge of climate change, as outlined in the 2030 Agenda, through library access.


A VR challenge against time, to be experienced in the library, in which every choice generates consequences, positive or negative, on climate and the surrounding environment.

The project

The "Climate Guardians" project, in collaboration with the Abano Terme Library, was designed to engage young children in understanding the significance of culture in attaining the objectives of the 2030 Agenda and empowering them to address the formidable challenge of climate change through interactive gaming. In a virtual setting, youth will grasp the impact of their actions in combating global warming, realizing the pressing need for adopting sustainable behaviors. This immersive experience unfolds within the library's confines, highlighting the pivotal role that culture and knowledge, fostered by such institutions, can play in this critical endeavor.

Inside the experience

Wearing the VR viewer, users will be transported into a bustling library scene, swiftly disrupted by a ravaging storm, morphing it into a post-apocalyptic landscape. The enigmatic "Great Librarian," a visitor from the future, will emerge to enlighten users about the world's potential state in 2050 if climate change indifference persists.

With an urgent tone, the Great Librarian will impart the importance of making informed decisions aligned with the 2030 Agenda. Users will be prompted to take action by selecting choices from dusty books on library shelves. For instance, transportation options like electric or combustion cars, energy sources such as wind turbines or coal-fired plants, and dietary choices like hamburgers or salads will confront them. Each positive decision made will enhance the surroundings, transforming the dystopian 2050 environment into a brighter future and advancing the goals of the 2030 Agenda.

Upon completing the experience, users will be encouraged to treasure their newfound knowledge and share it with peers, collectively seeking out more books that hold secrets to saving the world.

About the design

An experience designed for the youngest, who are naturally inclined to quickly grasp the dynamics of virtual reality (VR) but require constant interaction to maintain their attention. This is why the combination of virtual reality and gaming constitutes a powerful tool for conveying information and concepts to this age group.
The narrative of "Guardians of the Climate" provides a strong contrast: transitioning from a tranquil library to a catastrophic future, highlighting the urgency of addressing climate change. The player immediately assumes an active role in improving the situation, emphasizing the importance of their actions and a sense of responsibility.
The gameplay is simple and suitable for young individuals, featuring clear choices and immediate feedback, which fosters emotional engagement and aids in the retention of concepts.