sg 17(12): e5

Research Article

Design and Development of Games and Interactive Installations for Environmental Awareness

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  • @ARTICLE{10.4108/eai.8-12-2017.153402,
        author={Anna Gardeli and Spyros Vosinakis and Konstantinos Englezos and Dimitra Mavroudi and Manolis Stratis and Modestos Stavrakis},
        title={Design and Development of Games and Interactive Installations for Environmental Awareness},
        journal={EAI Endorsed Transactions on Serious Games},
        volume={4},
        number={12},
        publisher={EAI},
        journal_a={SG},
        year={2017},
        month={12},
        keywords={persuasive technologies, games, user motivation, user engagement, environmental sustainability, pro-environmental behavior.},
        doi={10.4108/eai.8-12-2017.153402}
    }
    
  • Anna Gardeli
    Spyros Vosinakis
    Konstantinos Englezos
    Dimitra Mavroudi
    Manolis Stratis
    Modestos Stavrakis
    Year: 2017
    Design and Development of Games and Interactive Installations for Environmental Awareness
    SG
    EAI
    DOI: 10.4108/eai.8-12-2017.153402
Anna Gardeli1, Spyros Vosinakis1, Konstantinos Englezos1, Dimitra Mavroudi1, Manolis Stratis1, Modestos Stavrakis1,*
  • 1: University of the Aegean, Department of Product & Systems Design Engineering, Ermoupoli, Syros, 84100, Greece
*Contact email: modestos@aegean.gr

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 systems and successfully blending the ‘fun’ element with the messages to be communicated is still an active research issue. The aim of this paper is to investigate the benefits and drawbacks of using games and playful interactive technologies for changing people’s attitude towards the environment through a series of projects developed and publicly presented during a campaign for reducing the use of plastic bags. The development included the identification of the projects’ goals, an analysis of people, activities, target behavior and context of use, and finally the design and prototyping of the interactive installations. In total, eight projects have been developed, six interactive installations and two digital games that have been publicly presented, used and evaluated during the campaign. An additional user evaluation of the two games has been performed in the laboratory, to gain more insight on their usability and impact. The paper presents an overview of the design process and methodology, the main design elements of each project, and a number of observations and preliminary evaluation results.