Simon Clark is one of the most successful science communicators on YouTube. His channel, @SimonClark, currently has over 644,000 subscribers and his videos regularly amass hundreds of thousands of views. Although his channel is now focussed on promoting climate literacy it started 15 years ago as a vlog about his experiences as a state-educated student attending University of Oxford. This was significant because Oxford and Cambridge have traditionally been a space for privately-educated students – even today where less than 7% of students are privately educated they make up 30% of student intake at these universities, and historically this has led to a disproportionate under-representation of state-educated citizens in important roles (e.g., 65% of senior judges are privately-educated). It’s clear that his representation of the state-educated voice in that arena resonated with many people.
What I have found inspiring about Simon is how he has managed re-invent and evolve his channel throughout his career. From that original vlog, through his time doing a PhD at the University of Exeter, to going full-time afterwards, and now focussing on climate literacy. He has adapted and grown with his audience whilst remaining true to himself and the content he wants to make and feels is important. Recently, he has been open about struggling with YouTube’s algorithm and the threat that poses to his livelihood – this led to another re-invention and the incorporation of some physical models into his videos. Simon makes these by hand and they are beautiful and he has been rewarded with millions of views. It’s imagination, it’s craft, and it’s realness – all the things I think people yearn for.
I’m also inspired by Simon as he is living my dream in many ways. He gets to be creative, share knowledge, and inspire people to learn every single day. He has already achieved my ambition and written a book (with an excellent audiobook version read by Simon himself). Like me, he’s a big gaming and Warhammer fan and successfully brings these into his work (seriously, check out his awesome Hawaiian Orks). When I put together videos for my YouTube channel, I looked to Simon’s for ideas – how can I put it together, how do I tell the story, how can I film this? Simon also co-hosted a brilliant podcast How to Make a Science Video with Sophie Ward where they chatted to other science creators. It is so jammed with useful insights and ideas that I highly recommend you listen if you want to make science videos.
I asked Simon some questions about imagination and his work.
Why is imagination important to the work you do?
Imagination is vital to me for two reasons. Firstly, YouTube is such a crowded marketplace that anyone not being imaginative in how they present their work risks being crowded by any number of content creators making things by the book. By making things that no one has ever made before, you stand out in a competitive niche. But more than that, and this is the second reason, it’s deeply fulfilling. I would never dream of referring to myself as an artist, but I think there is a part of me that clamours to express itself via art. Making videos is of course itself an art form, but trying to innovate and ask “what could I do here that’s unique” provides another level of artistic fulfilment.
How do you keep your imagination sharp?
I firmly believe that in order to create art you must consume art, and so I’m almost constantly hunting for new stimuli in the form of videos, podcasts, ideas, films, games, but particularly music. I’m one of those people who absolutely rinses their Spotify subscription. I think being exposed to new ideas in one medium – such as music – makes you question preconceptions and biases you have in other media forms. And doing that is the first step to creating something innovative. Which is the other key component – in order to create… you need to create! So I try to do something creative, whether that’s painting or singing or writing or videomaking, every day.
What are you currently working on that you would like to shout about?
I’m in the very early stages of a mammoth video that’s a sequel of sorts to my tiny Earth video. I can’t say much, but it’s going to be big in scale and involve very small models. And trains.
This post was originally published as part of the Imagination Engines newsletter. To get my content earlier and straight to your email subscribe using the box below:
Views expressed in this newsletter are mine and do not represent those of my employer. Content and links are provided for informational purposes and do not constitute endorsements. I am not responsible for the content of external sites, which may have changed since this newsletter was produced.
Model Land is a concept proposed and explored by Professor Erica Thompson in her monograph Escape from Model Land. The idea will be well-known to those of us who use numerical models:
Models are built to simulate real world systems but to be useful they have to simplify the sheer complexity of nature. The way those simplifications are made is determined by the requirements, knowledge, experience, and biases of the model builder. Consequently, what these models simulate is not the real world but a world of its own making, a model land.
Erica implored us to get out of model land – to understand how the simplifications of the models make them wrong and use them carefully when they are informing real world decisions. This is absolutely vital, especially in my professional area where models are used to help us make decisions on flood risk. The key word in that last sentence is ‘help’ as models should never be making decisions for us otherwise, as Erica would likely say, that decision is made in model land and not the real world.
But when I hear the term model land, I have additional questions: what does a model land look like? What would it be like to explore one? How would life survive in one and could people call it home? These are probably not the most important questions for a modeller or decision-maker but wouldn’t it be fun?!
If games are ‘operas made out of bridges‘, models are simply bridges made out of bridges, or at best are very low quality operas. A game is a model of a system (sometimes often built using multiple models itself) – the bridge bit – that uses story and art to immerse players within it and bring it to life – the opera bit. Consequently, game worlds are themselves model lands. When you step into Link’s shoes and explore Hyrule in any game of the Zelda series, you are actually exploring a simplified representation of Hyrule, optimised for the purpose of the game and the hardware available. You are entering a model land.
What separates the model lands created by numerical models and game worlds is that paucity of opera. That’s all.
And we can fix that by using the Adventures in Model Land system and our imaginations.
Adventures in Model Land has been created by myself, Erica, Liz Lewis, Sam Illingworth, Rolf Hut, and Jess Enright as an open-source resource for numerical modellers. The latest version, v0.2, still in the beta stage, provides a step-by-step guide for the ‘operafication’ of any numerical model to create an explorable model land/game world. It leans heavily on the world-building methods of tabletop roleplay games (TTRPG) and the intention is to allow modellers to lead players on quests within their model lands.
Summary of the Adventures in Model Land system.
At EGU this year, I led a short course using the v0.2 of Adventures in Model Land, leading over thirty participants through the worlding process, creating model lands and writing postcards describing their experiences. It was a great opportunity to test the idea out, gather some feedback, and further refine the system. We even had people designing new games based on the model lands they had brought to life! I think there is great potential in using the system as a workshop with modelling groups and the users of models to help them better understand the models used to make decisions – something I am working towards.
You can download the system for free and use it whatever you like. However, we would really appreciate feedback on the system and how you have used it. Please do also share your model lands and the games you create, our plan is to produce a compendium of our favourites in the future. I plan to release an update to the system later this year as a v1 – subscribe to this newsletter to keep up to date with progress and new releases.
This post was originally published as part of the Imagination Engines newsletter. To get my content earlier and straight to your email, subscribe using the box below:
Views expressed in this newsletter are mine and do not represent those of my employer. Content and links are provided for informational purposes and do not constitute endorsements. I am not responsible for the content of external sites, which may have changed since this newsletter was produced.
Welcome to the March edition of Imagination Engines! How is it March already? I’m starting this newsletter with some personal news I have been eager to share with the world but have been holding in since before Christmas – I have been appointed a Visiting Fellow at York St John University!
This is a voluntary role, supported by Associate Professor Pauline Couper, Associate Head of Geography and the Liberal Arts. The role will see me supporting students in the area of environmental communication through lectures and project co-supervision. I can’t wait to start working with the students and helping them develop their ideas.
York St John, or YSJ, is my local University. My wife has been working there since last year and I have had the pleasure of visiting the campus many times now. I have been deeply impressed by their commitment to sustainability and also social mobility. It is currently the Good University Guide’s 2025 University of the Year for Social Inclusion. Their ethos aligns with my own and I am proud to join the YSJ family.
As joyful as I am at joining YSJ, I am equally sad to be saying goodbye to the University of Hull at the end of this month. I was an undergraduate at Hull, I did my PhD there, and progressed from research assistant to a research fellow in the Energy and Environment Institute there before leaving to join the Environment Agency. For the last four years I have been a visiting researcher there. Nearly 20 years in total!
I have been pleased to contribute over those four years as a visiting researcher but over time – as people move on, projects finish, and leadership changes – my links have grown very thin. With Amy leaving and us moving to York, now feels the right time to finally say a reluctant goodbye. The University of Hull will always feel like ‘home’ to me but I imagine I will visit in the future to see friends, see how the campus has changed, and for one more piece of the ginger flapjack.
You will never know how much I loved you…
Inspiring Interactions: Sam Illingworth’s Games, Science, and Poetry
Ideas do not come out of nowhere. We are all influenced by the environment around us. We absorb information and experiences that shape our mindsets. The people we encounter will bring us new ways of seeing the world and inspire us. In this new item, which I hope to make a regular feature, I introduce you to someone who has been an inspiration to me and ask them a few questions about their thoughts on imagination. I’m going go to start with legendary science-poet, Professor Sam Illingworth.
Sam is a Professor in Academic Practice at Edinburgh Napier University. After completing a PhD in Atmospheric Physics at the University of Leicester, Sam instead chose to pursue a career in science communication. He is best known for his poetry, with his science poetry blog attracting over 100,000 readers a year.
He is dedicated to service in scicomm too. He is the Chief Executive Editor for Geoscience Communication and founder of science-art journal Consilience. He was a convener for the popular EGU science communication session, which was where I first met Sam after I presented my work with Humber in a Box.
Sam shares my love for games and has published many himself, including a climate change hack of Settlers of Catan and Carbon City Zero. He gave me a hugest of legs up in my career when he and Rolf Hut approached me about starting Games for Geoscience at EGU – it wouldn’t have happened without them.
I refer to Sam on how science communication research should happen: innovative, blurring boundaries, fun, yet thoroughly evidence-based. Every so often, I revisit his presentation from when he accepted the Katie and Maurice Krafft Award to remind me of these things.
Why is imagination important to the work you do?
Imagination is at the heart of everything I do – whether it is writing poetry, exploring how students interact with GenAI, or making games. For me, poetry is a way of stretching thought, a means of making connections between ideas and disciplines that might not otherwise meet. It is also a space for possibility, for imagining the world not just as it is but as it could be.
How do you keep your imagination sharp?
Writing poetry is one of the best ways I know to keep my imagination alive. The constraints of form – whether haiku, sonnet, or something more free form – force me to think differently, to approach ideas from new angles. I also find that collaborating across disciplines, whether with artists, scientists, or educators, pushes me to engage with new perspectives and ways of thinking.
What are you currently working on you would like to shout about?
Two projects I am particularly excited about at the moment:
Student x GenAI ( https://www.studentxgenai.co.uk/) explores how students are using generative AI, giving them a platform to share their experiences and perspectives. It is an ongoing, collaborative project funded by the Leverhulme Trust that raises some fascinating questions about creativity, authorship, and learning in an AI-shaped world.
Rooted in Crisis ( https://rootedincrisis.com/) is an incredible project at the intersection of science, art, and environmental storytelling. It uses games and narrative to explore climate change, and we should hopefully go live on Kickstarter later this year. We also have some new artwork to share very soon!
Failure of Imagination in Flooding (2)
In a previous post, I looked at how a failure of imagination potentially contributed to a tragic loss of life in the 2021 floods across Northern Europe. Because people were not able to grasp the potential impacts of the flood that they were being warned of, they did not take appropriate action to keep themselves safe. Professor Hannah Cloke of the University of Reading described the role of scientists here as “helping people see the invisible”.
Recent research led by Joy Ommer, part of Cloke’s research group, begins with the line “What’s the worst that could happen?“. The paper, ‘Surprise floods: the role of our imaginations in preparing for disasters‘ – published open-access in Natural Hazards and Earth System Sciences – looks back at those floods in 2021 and explores the role a lack of imagination played. Crucially, it also shows the role we as scientists have in helping people understand risks.
Ommer places imagination in the context of this research as “the ability to depict a particular situation in your mind and your actions linked to that situation“. We use this cognitive ability to visualise in our everyday decision-making and for trying to work out what the future might hold. It is informed by our experiences and our ability to imagine – Ommer describes people as having different abilities to imagine, which may be cultivated, but does not explore it as a skill that can be trained. Importantly for disaster preparedness, imagination plays a key role in risk perception by adding to our reality and existing knowledge of a situation.
The research used a survey of people who were affected by the floods to better understand their perspectives. As highlighted in the paper, many of those affected reported that their ability to understand the impacts of the flooding was lacking – it was unimaginable or they did not have the imagination to understand the scale of it. Several linked their inability to imagine the flooding to a lack of preparedness for it. To many, it was only when they saw videos of flooding happening, and feeling empathy for those in the videos, that they started to comprehend the potential consequences for themselves.
This research by Ommer and co-authors highlights and breaks down key aspects about how imagination is linked to risk perception and preparedness for disasters. The solutions they propose include using forecasts and warnings designed to trigger imaginations. They also argue that we need to work with those at risk to cultivate their imaginations using creative approaches, such as local storylines, and helping them to visualise potential impacts.
This is a really important and interesting paper for understanding the important role imagination has to play in disaster preparedness.
Deskinning ‘Environmental’ Games
Back in 2019, at the peak of my work on the Earth Arcade, I picked up a board game called Photosynthesis. I am not a big board game player but I was attracted by its beautiful, and very ‘green’, aesthetic and its tactile tree playing pieces*. I was also drawn by its promising environmental messaging, with the publisher’s, Blue Orange, motto proudly stated ‘Hot Games Cool Planet’.
I also remember playing it with Amy. Each turn the sun moves around the board. You plant trees. Those trees collect light energy and cast shadows on other tree to stop them collecting energy. You use energy to grow your trees or plant new ones. You score by chopping grown trees down. We remarked how it was bizarre how you won an environmentally-themed game through deforestation but then thought no more of it. I went on to use the game as an example of an environmentally themes board game as part of my Earth Arcade Academy launch event.
Dr Chloé Germaine and Prof Paul Wake of the Manchester Game Centre think about games on a whole different level to most people. Certainly more than me. Recently, I was very happy to be invited to the University of York’s Environmental Sustainability at York (ESAY) by Director of Education, Prof Lynda Dunlop, to hear Chloé and Paul talk about their research. And Photosynthesis was right in the heart of their work.
Games can be broken down into their components: the mechanisms of the rules and systems that dictate how it plays; the dynamics of player inputs and decision-making; and the skin of aesthetics and story that add flavour to the game. They saw through the skin of Photosynthesis to what it was hiding underneath. It isn’t an environmental game at all, it is a war game and they were going to show it by peeling back the game’s skin and revealing its true nature.
Chloé and Paul took the game back to its bare bones. They created a new narrative based on the siege of Bastogne during World War 2’s Battle of the Bulge. New artwork was commissioned for the board and all of the game assets. The rule book was reproduced but not rewritten – only names were changed. Suppressive Fire was created. Functionally, the game was completely unchanged yet visually it was unrecognisable. When they tested it alongside Photosynthesis, audiences preferred the deskinned version as the narrative fit the mechanism more comfortably.
The presentation taught me valuable lesson about the importance game mechanics. The way a game works, the decisions it compels players to make, are a huge part of what they take away. Assuming good faith from developers, the mechanics of their game will be leaving players having learned the wrong message. A pretty, green-coloured skin is not enough to make a game environmentally-themed, especially when it is rooted in a system that is creating the problem.
You can read more in Chloé’s chapter, Nature’ Games in a Time of Crisis, in Material Game Studies: A Philosophy of Analogue Play. More publications based on this work are in the pipeline and will likely be included in the Gaming Environments newsletter in the future.
The Imagination Muscle by Albert Read
A few years ago we started a new Christmas tradition in our house. On We would each buy each other a book – we’d say what we wanted – and on Christmas Eve we’d exchange them and read them in bed with some nice hot chocolate. We turn the lights day, put on some fairy lights, and snuggle up warm under the duvet to read our books, accompanied by our cats. I’m not going to claim originality, The exchange of books is a common tradition in Iceland that inspired the term Jólabókaflóðið, or Yule Book Flood, which refers to the release of new books at this time of year to fuel the demand. The duvet, the lights, and the hot chocolate is inspired by the Danish concept of hygge, its meaning elusive but involves coziness and warm atmosphere.
The problem is, unlike my wife, I have never been an avid reader. It is something I find hard to focus on and get easily distracted and frustrated. For what I can now see as a form of accommodation, I chose a graphic novel the first time round, the first volume of Scott Pilgrim series (I’m a big fan of the film). In 2023, I reached the end of the series and I had to recommend something else. In the last few years I have discovered audiobooks and they have revolutionised my reading habits – I’ve always wanted to read but it just was not accessible for me – I have read more in these past couple of year than I have in the rest of my life. I wanted something to inspire me and my imagination and settled on The Imagination Muscle by Albert Read.
I did not anything about this book or its author. I was drawn to the title and its promising subtitle of “Where good ideas come from (and how to have more of them)”, which perfectly resonates with my journey of seeking imagination as a skill. At 7 hours and 51 minutes long, I did not consume the whole book on Christmas Eve and it kept me inspired until mid-January whilst I sorted the kitchen and the cats at the end of the day.
I must admit, it did not meet my expectations. But that is not a negative. From the title and the blurb, I was expecting something that would be more of a lifestyle guide, with a stronger focus on the “and how to have more of them” angle. I thought it would be packed with helpful tips and exercises you could do to practice and strengthen that ‘imagination muscle’. This is not that book but I am pleased it was not.
In the book, the author takes us on a deep dive of human imagination, both individual and collective, as it has developed in concert with society – a symbiotic relationship. He weaves this narrative, from the earliest cave paintings to the latest technological developments, showing that society has developed because of imagination and that imagination has developed, and been allowed to flourish, because of the advancement of society. He shows how historical leaps, like the emergence of language and the inventions of the printing press and the internet, born from imagination and building on chains of individual genius, have facilitated great expansions of imagination. The journey Albert Read takes the reader on is enlightening and enriching.
But that is not to say there is not anything helpful in here on how to build your imagination muscle. There are explorations of what made people so imaginative (and what can lead to deterioration of the muscle). For example, Read demonstrates how the ‘beginners mindset’ is fertile ground for imagination and good ideas – that space of uncertainty and needing to learn creating a breeding ground of problem solving. Maybe ADHDers tend to be creative and imaginative because we are always trying something new! Connection with nature, the rhythm of walking, and the power of coffee as both a stimulate and its role in networking are all discussed.
I was very pleased I chose this book. I really enjoyed listening to it and found myself both informed and inspired by the human story of imagination laid out by Read. The imagination as a muscle is a useful metaphor and a different, yet complimentary, way of thinking to imagination being a skill. Both attest to it being something that gets better with practice and advocate for us to make time to do just that.
YouTube Update
In the last month I have released two new YouTube Shorts onto my FloodSkinner channel. Both are part of my Sustainable Development Goals series, covering the progress of the goals at their half-way point to 2030.
These two videos cover Goals 14 and 15, Life Below Water and Life on Land respectively. I think the UN must have been getting tired when naming these later goals as the full titles just keep getting longer. For example, Goal 15’s full name is:
“Protect, restore and promote sustainable use of terrestrial ecosystems, sustainably manage forests, combat desertification, and halt and reverse land degradation and halt biodiversity loss”
Catchy, right? With Shorts needing to be under 1 minute long, these longer titles are causing me problems as they are beginning to take up a significant chunk of the videos!
With each tranche of videos in this series I have sought to push myself a little further. For these videos I tried out my green screen for the first time, having let it sit unused for a few months. It took me an afternoon to figure out the editing to make it work but I got there in the end. I’m really pleased with the results too. The greenscreen allows me to film anywhere, so I can film in a larger room and actually set my lighting rig up in a way that works.
I am pleased with these videos and really happy with how the greenscreen turned out and what it will allow me to do with future videos. YouTube disagrees though, as my video for Goal 15 is currently my worst performing video on the channel! Even worse than the Fog one…
The footage for Goals 16 and 17 is ‘in the can’ and I hope to get these edited up over the next month or two and get this series finished off.
Gaming Environments
Gaming Environments contains all the news I have found relating to the nexus of gaming and the environment. This news is also published on the Games for Geoscience website each month and can be found here.
Games for Geoscience 2025 at the European Geoscience Union (EGU) General Assembly is looking to be another strong and exciting session! Thank you to all our contributors who submitted 21 abstracts to the session. The convenor team is now working behind the scenes to assign oral and poster presentations to the submissions and the schedule will be posted on March 14 2025.
The infamous Geoscience Games Night will also be returning to EGU in 2025! The date, time, and location will be confirmed on March 14 2025. Any attending is free to bring and host or game or just turn up to play. If you are bringing a game, please contact the convenors so they can add it to the list of confirmed games.
Former Games for Geoscience convenor the awesome Dr Jazmin Scarlett recently presented at An Evening of Unnecessary Detail. In her late hearted and humorous talk, Jaz describes the good and the bad of Lava Flows in Video Games. Check it out on YouTube below.
The current issue of Consilience, the “online journal exploring the spaces where the science and the arts meet” is out. Issue 19 is themed about Insects and can be read here. Submissions for Issue 21 open on 31st March 2025 with the theme Chaos.
Environmental Sustainability at York’s environmental games meeting is returning for 2025. Play for the Planet 2 will be held at the University of York, April 25 2025. The deadline to register is March 14 2025, and you can do those things here.
The 6th Workshop on Tabletop Games, FDG 2025, is taking place April 15-18 2025 in Vienna and Graz, Austria. The workshop aims “to address the gap between research and practice, looking at the ways in which academics can apply their tools to the discussion of analog games“. You can find out more here.
There’s a new roleplaying game exploring governance of water pollution, published by the European Commission’s Joint Research Centre. Debating Solutions to Water Contamination: a Role-Play Game is inspired by the ‘Model UN’ and is available for free here.
Power of Play is a global report on the reasons people play games. Produced by Videogames Europe, the survey found that whilst “having fun” was the main reason people played games there were many more, including for wellbeing and having an outlet. Find the full report here.
Games for Change have released their Games for Change: 2024 Impact Report. It covers the annual festival attended by over 2300 people, the 2024 Games and SDGs summit, and 10 years of the G4C Student Challenge. Find it here.
In other Games for Change, the 2025 Games for Change Festival will be held on June 26-27 at the Parsons School of Design, New York, USA.
Looking to make your games as accessible as possible? Check out these free Games Accessibility Guidelines, a “collaborative effort between a group of studios, specialists and academics”. Find them here.
The journal Media and Communication has published an open access special issue: Digital Games at the Forefront of Change: On the Meaningfulness of Games and Game Studies. Articles cover the use of Cities:Skylines (one of my favourite games) for urban planning education, emotions in commercial war games, political discourse in games, and the experience of women, and playing women, in games. You can access the special issue here.
About this Newsletter
I am Chris Skinner, a science communicator, STEM professional, and ADHDer. I am on a mission empowering people to unlock their full potential by transforming imagination into a powerful, actionable skill. This newsletter tracks my journey. I would like you to join me, so please subscribe. The newsletter also includes a copy of Gaming Environments, the monthly news relating to the nexus of gaming and the environment that I collate for the Games for Geoscience website. This newsletter is free and I do not offer a paid tier. If you would like to say thank you and/or help me in my mission please buy me a coffee using the link below.
Views expressed in this newsletter are mine and do not represent those of my employer. Content and links are provided for informational purposes and do not constitute endorsements. I am not responsible for the content of external sites, which may have changed since this newsletter was produced.