Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3290688.3290746acmotherconferencesArticle/Chapter ViewAbstractPublication PagesacswConference Proceedingsconference-collections
research-article

Last Island: Exploring Transitions to Sustainable Futures through Play

Published: 29 January 2019 Publication History

Abstract

A serious game was designed and developed with the goal of exploring potential sustainable futures and the transitions towards them. This computer-assisted board game, Last Island, which incorporates a system dynamics model into a board game's core mechanics, attempts to impart knowledge and understanding on sustainability and how an isolated society may transition to various futures to a non-expert community of players. To this end, this collaborative-competitive game utilizes the Miniworld model which simulates three variables important for the sustainability of a society: human population, economic production and the state of the environment. The resulting player interaction offers possibilities to collectively discover and validate potential scenarios for transitioning to a sustainable future, encouraging players to work together to balance the model output while also competing on individual objectives to be the individual winner of the game.

References

[1]
Alissa N Antle, Allen Bevans, Josh Tanenbaum, Katie Seaborn, and Sijie Wang. 2011. Futura: design for collaborative learning and game play on a multi-touch digital tabletop. In Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction. ACM, 93--100.
[2]
Albert Bandura. 2006. Toward a psychology of human agency. Perspectives on psychological science 1, 2 (2006), 164--180.
[3]
Hartmut Bossel. 2007. Systems and models: complexity, dynamics, evolution, sustainability. BoD-Books on Demand.
[4]
Thomas M Connolly, Elizabeth A Boyle, Ewan MacArthur, Thomas Hainey, and James M Boyle. 2012. A systematic literature review of empirical evidence on computer games and serious games. Computers & Education 59, 2 (2012), 661--686.
[5]
Robert Costanza. 2000. Visions of alternative (unpredictable) futures and their use in policy analysis. Conservation ecology 4, 1 (2000).
[6]
Fjalar J de Haan, Briony C Rogers, Rebekah R Brown, and Ana Deletic. 2016. Many roads to Rome: The emergence of pathways from patterns of change through exploratory modelling of sustainability transitions. Environmental Modelling & Software 85 (2016), 279--292.
[7]
Jay Wright Forrester and Jay W Forrester. 1971. World dynamics. Vol. 59. Wright-Allen Press Cambridge, MA.
[8]
Tracy Fullerton. 2008. Game design workshop: a playcentric approach to creating innovative games. CRC press.
[9]
Howard Gardner. 2011. Frames of mind: The theory of multiple intelligences. Hachette UK.
[10]
Garrett Hardin. 1998. Extensions of" the tragedy of the commons". science 280, 5364 (1998), 682--683.
[11]
Nina Iten and Dominik Petko. 2016. Learning with serious games: Is fun playing the game a predictor of learning success? British Journal of Educational Technology 47, 1 (2016), 151--163.
[12]
Susan A Jackson and Herbert W Marsh. 1996. Development and validation of a scale to measure optimal experience: The Flow State Scale. Journal of sport and exercise psychology 18, 1 (1996), 17--35.
[13]
Peter Judmaier, Maria Huber, Margit Pohl, Markus Rester, and Daniela Leopold. 2008. Sustainable Living-A Multiplayer Educational Game Based on Ecodesign. In DS 46: Proceedings of E&PDE 2008, the 10th International Conference on Engineering and Product Design Education, Barcelona, Spain, 04.-05.09. 2008.
[14]
Fengfeng Ke. 2009. A qualitative meta-analysis of computer games as learning tools. Handbook of research on effective electronic gaming in education 1 (2009), 1--32.
[15]
Erik Knol and Peter W De Vries. 2011. EnerCities-A serious game to stimulate sustainability and energy conservation: Preliminary results. (2011).
[16]
Lucas Pope and 3909 LLC. 2013. Papers, Please. Game {Multiplatform}. 3909 LLC, Last played March 2018.
[17]
Ch Mack. 2009. EnerCities: A SimCity-Style Look at Environmental Issues. (2009).
[18]
Davin Pavlas, Florian Jentsch, Eduardo Salas, Stephen M Fiore, and Valerie Sims. 2012. The play experience scale: development and validation of a measure of play. Human factors 54, 2 (2012), 214--225.
[19]
Positech Games and Red Marble Games. 2013. Democracy 3. Game {PC}. Positech Games, United Kingdom. Last played January 2018.
[20]
Squad. 2015. Kerbal Space Program. Game {Multiplatform}. Squad, Mexico City, Mexico. Last played July 2018.
[21]
Katryna Starks. 2014. Cognitive behavioral game design: a unified model for designing serious games. Frontiers in psychology 5 (2014), 28.
[22]
Sigmund Tobias, JD Fletcher, David Yun Dai, and Alexander P Wind. 2011. Review of research on computer games. Computer games and instruction 127 (2011), 222.
[23]
Graham M Turner. 2008. A comparison of The Limits to Growth with 30 years of reality. Global environmental change 18, 3 (2008), 397--411.
[24]
Ubisoft Montreal. 2017. Assassin's Creed Origins. Game {Multiplatform}. Ubisoft, Montreal, Canada. Last played July 2018.
[25]
M Van den Berg. 2011. EnerCities. (2011).
[26]
Alexey A Voinov. 2010. Systems science and modeling for ecological economics. Academic Press.
[27]
Ronald C Wimberley. 1993. Policy perspectives on social, agricultural, and rural sustainability. Rural Sociology 58, 1 (1993), 1--29.

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Other conferences
ACSW '19: Proceedings of the Australasian Computer Science Week Multiconference
January 2019
486 pages
ISBN:9781450366038
DOI:10.1145/3290688
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

In-Cooperation

  • CORE - Computing Research and Education
  • Macquarie University-Sydney

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 29 January 2019

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. Sustainability
  2. board games
  3. computer-assisted games
  4. game design
  5. public engagement
  6. serious games

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Conference

ACSW 2019
ACSW 2019: Australasian Computer Science Week 2019
January 29 - 31, 2019
NSW, Sydney, Australia

Acceptance Rates

ACSW '19 Paper Acceptance Rate 61 of 141 submissions, 43%;
Overall Acceptance Rate 61 of 141 submissions, 43%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 131
    Total Downloads
  • Downloads (Last 12 months)17
  • Downloads (Last 6 weeks)3
Reflects downloads up to 03 Mar 2025

Other Metrics

Citations

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media