Abstract
Recycling has gained global attention in recent decades. In emerging countries, recycling rates remain low despite public policy efforts. We present the prototype and initial case studies of a serious game designed to promote environmental awareness in Brazil. A quasi-experimental study (N = 32) was conducted using pre- and post-interaction questionnaires. Participants showed significant improvement in understanding sustainable practices, but no significant change in perceived knowledge or self-assessment.
| Original language | English |
|---|---|
| Title of host publication | CHI PLAY Companion 2025 - Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play |
| Editors | Erik Harpstead, Jessica Hammer, Elizabeth Bonsignore, Mitchell McEwan, Katja Rogers, Oguz Buruk |
| Publisher | ACM |
| Pages | 169-176 |
| Number of pages | 8 |
| ISBN (Electronic) | 979-8-4007-2023-9 |
| DOIs | |
| Publication status | Published - 13 Oct 2025 |
| Publication type | A4 Article in conference proceedings |
| Event | ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play - Pittsburgh, United States Duration: 13 Oct 2025 → 16 Oct 2025 |
Conference
| Conference | ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play |
|---|---|
| Country/Territory | United States |
| City | Pittsburgh |
| Period | 13/10/25 → 16/10/25 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 12 Responsible Consumption and Production
Keywords
- Educational Games
- Game-based Learning
- Quasi-experiment
- Serious Games
- Sustainability
Publication forum classification
- Publication forum level 1
ASJC Scopus subject areas
- Human-Computer Interaction
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