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UpGameIn: Fundacja Fantazmat-Methodology for Environmental Awareness and Circular Economy

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The document was created as part of the UpGameIn project and presents Fantazmat’s methodology and best practices for designing and implementing educational games focused on environmental awareness and circular economy.

Aims of the tool

The main aims of the tool (i.e., the game-based methodology and library of practices) are:
To raise awareness about environmental issues such as climate change, biodiversity, and sustainability
To promote circular economy principles (e.g., recycling, waste reduction, resource management)
To encourage behavioral change through engagement and reflection
To empower learners and communities to take action in real life
To develop key skills, including:
Critical thinking
Collaboration
Creativity
Systems thinking
To support inclusive and accessible learning across diverse target groups

Description of the tool

Fantazmat make their games flexible player-wise as well as viable in the case of circular economy principles with the combination of reusable props and suggestions on how to set up the games in various locations, using the list of predetermined props and scenography elements, many of which tend to be everyday items adapted or re-purposed in accordance with the need of specific scenarios. A similar principle is used in terms of costumes and player preparation, with use providing reusable elements of these and suggesting how to turn mundane items into elements of said costumes.
In Fantazmat, they adapt existing spaces to the needs of their games with the use of a set of predetermined items and strategies, the latter of which are sourced either from our own practice or from the experience of other creators.
These methodologies allow them to stay environmentally-friendly, put circular economy principles in practice, and also perfectly reinforce our goal of the games being available for a wider audience thanks to low entry costs as well as a community-oriented and driven model of operations.
LARPs: Games as tools for community building and educational experiences, utilized to raise awareness about social and environmental issues. They combine emergent and environmental storytelling, roles and character embodiment with meaningful play and causality tied to consequences for the players to provide a meaningful learning environment.
Environmental themes are either present as parts of the main narrative or on a meta level in the approach we promote towards both design and facilitation of LARPs.

Environmental themes and messaging in games
Environmental themes are integrated into the game through the overall story and quests as well. This is done on both general level, through briefings, materials openly available for players and props as well as on a more personalized level through character sheets and there via backstories, motivations and goals of the characters.

Link: https://drive.google.com/drive/folders/1jtTgji-VK253q2SEiuK386OjWjtFtTEP?usp=sharing

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Disclaimer

SALTO cannot be held responsible for the inappropriate use of these training tools. Always adapt training tools to your aims, context, target group and to your own skills! These tools have been used in a variety of formats and situations. Please notify SALTO should you know about the origin of or copyright on this tool.

Tool overview

http://toolbox.salto-youth.net/5555

This tool addresses

Environment

It is recommended for use in:

Training and Networking

Materials needed:

Production methods and their environmental impact
In Fantazmat, they emphasize designing for specific circumstances, depending on the application of the game. They produce our written materials in online format to both distribute them to players and - in case of smaller scenarios - members of other LARP scenes as well as for the sake of easier storage, dissemination and reusability.
Lifecycle Analysis
Fantazmat’s games are produced in print & play format which means that - once published - the script can be reused multiple times by them or the client should they wish. We tend to reiterate and update said scripts based on research through design methodology until we accomplish the desired educational effects.
They do not have a specific method on measuring the carbon footprint and assessment of circular economy on their production, however they follow a simple principle of re-using and upcycling ready-made elements and materials.

Behind the tool

The tool was created by

Unknown.

(If you can claim authorship of this tool, please contact !)

The tool was created in the context of

UpGameIn project

The tool was published to the Toolbox by

Asimina Brouzou (on 25 April 2026)

and last modified

27 March 2026

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