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Improving environmental outcomes with games: an exploration of behavioural and technological design and evaluation approaches
Citation
de Salas, K and Ashbarry, L and Seabourne, M and Lewis, I and Wells, L and Dermoudy, J and Roehrer, E and Springer, M and Sauer, JD and Scott, J, Improving environmental outcomes with games: an exploration of behavioural and technological design and evaluation approaches, Simulation & Gaming, 53, (5) pp. 470-512. ISSN 1046-8781 (2022) [Refereed Article]
Copyright Statement
Copyright 2022 The Authors
DOI: doi:10.1177/10468781221114160
Abstract
Background
To overcome the high failure rate of gameful interventions, we need to better understand their design and evaluation strategies to build an evidence-base for best-practice approaches that bring about meaningful change. This systematic review asks: ‘What behavioural and technological design and evaluation theories and approaches are applied in games developed to bring about positive environmental outcomes?’.
Method
We reviewed 52 papers published between 2015 and 2020 that used gameful interventions to improve behaviour related to environmental outcomes. These papers were analysed to review the behavioural and technical design, and the assessment and evaluation approaches, employed by the intervention designers.
Results
We found that these publications report on simple aspects of the behavioural and technical design behind the intervention but fail to justify their design choices in terms of theory and evidence. Furthermore, variability across their evaluation approaches and outcomes exists.
Discussion
This review highlights several systemic flaws in the literature that limit our understanding of gameful interventions in the pro-environmental context. First, based on this review, we cannot be convinced that these interventions were designed according to best practice for intervention design or for technology development. Second, the justification for proposing a gameful intervention is not always clear. Finally, it is unclear whether these interventions are being evaluated based on best practice. Thus, it is not clear that we can draw confident conclusions about evidence-based outcomes of short-term engagement (in structural gamification interventions) or long-term behaviour change (in content gamification and serious game interventions).
Item Details
Item Type: | Refereed Article |
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Keywords: | serious games, gamification, behaviour change, pro-environmental outcomes, systematic review, gameful intervention |
Research Division: | Information and Computing Sciences |
Research Group: | Graphics, augmented reality and games |
Research Field: | Serious games |
Objective Division: | Information and Communication Services |
Objective Group: | Media services |
Objective Field: | Animation, video games and computer generated imagery services |
UTAS Author: | de Salas, K (Associate Professor Kristy de Salas) |
UTAS Author: | Ashbarry, L (Miss Louise Ashbarry) |
UTAS Author: | Seabourne, M ( Mikaela Seabourne) |
UTAS Author: | Lewis, I (Dr Ian Lewis) |
UTAS Author: | Wells, L (Dr Lindsay Wells) |
UTAS Author: | Dermoudy, J (Dr Julian Dermoudy) |
UTAS Author: | Roehrer, E (Dr Erin Roehrer) |
UTAS Author: | Springer, M (Dr Matthew Springer) |
UTAS Author: | Sauer, JD (Associate Professor Jim Sauer) |
UTAS Author: | Scott, J (Professor Jenn Scott) |
ID Code: | 151090 |
Year Published: | 2022 |
Deposited By: | Information and Communication Technology |
Deposited On: | 2022-07-17 |
Last Modified: | 2023-04-20 |
Downloads: | 0 |
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