Abstract
Digital games and playful interactive installations are considered a promising means to raising awareness about the environment and persuading people to adopt an environmental friendly behavior. However, the selection and use of appropriate methods and paradigms for designing and evaluating such sys
Highlights
Gamification and digital or hybrid games are emerging approaches that have been used to inform, educate and change people's behavior about environmental problems related to ecological sustainability [1,2]
We present the development and initial evaluation of a set of games and interactive installations that have been publicly displayed in an information and awareness campaign for the reduction of plastic bags in the marine environment (LIFE DEBAG, LIFE14 GIE/GR/001127)
The projects have been presented in public during a campaign for the reduction of plastic bags, and the two games have been further tested at a controlled laboratory study to gain more insight about their usability and impact
Summary
Gamification and digital or hybrid games are emerging approaches that have been used to inform, educate and change people's behavior about environmental problems related to ecological sustainability [1,2]. Persuasive technologies and ecologically-focused gamification approaches enrich game and interaction design techniques through involving and motivating users to act while at the same time disseminate critical information about the effects of human intervention to nature. An important aspect of this research area is the incorporation of appropriate motivational and playful elements in the design of interactive systems to attract and retain users’ interest, whilst achieving their educational or persuasive goals. Despite the recent emergence of generic methodologies and guidelines for designing persuasive systems [5,6], the successful selection and combination of design elements and technologies that lead to the expected awareness or behavior change effects is still an open issue. There is a growing need for further paradigms and use cases in a variety of areas that will eventually provide rich feedback on various design choices with respect to the target group and the desired outcomes.
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