«Let’s Go Deep into the Game to Save Our Planet!» How an Immersive and Educational Video Game Reduces Psychological Distance and Raises Awareness
Abstract
:1. Introduction
1.1. The Struggle with Lack of Environmental Sensitivity: From Psychological Distance to the Roles of Emotions
1.2. The Development of Ecological Awareness Using Immersive Media Such as Video Games
2. Methodology
2.1. An Exploratory Research Framework
2.2. Experimentation with the Plasticity Game
3. Results
3.1. Environmental Sensitivity and Responsible Behaviour: A Fair Awareness of the Participants of What Sustainable Development Is and Its Challenges
MAT: “Well, I would say especially global warming with the melting of the ice and the rise of the oceans, and after all the problems of deforestation, rather the impact of humans on the environment and waste management too.”
NAT: “Apart from global warming, ocean pollution. But after all that global warming entails, so all the consequences. (…) I am thinking above all of animals, the disappearance of species. The same goes for ocean pollution, et cetera. Otherwise ecology… Well, that’s all that comes to mind.”
PAL: “I would say there is already a little sadness anyway. And then there is also a lot of anger because the forest is still … it’s very-very-very important, and then that’s it.”
MAT: “I think it’s sad that we’re developing despite other species that are disappearing because of us.”
PAL: “Then I think it’s the documentaries I’ve seen that have had more impact on me as a result, and that made me realize that it’s happening now.”
NAT: “It’s just that I saw, I think, a report when I was young where you had a boat that hadn’t run aground but had been damaged. There was all the oil from the boat that had invaded the sea and I saw seagulls all struggling, finally it killed a whole ecosystem and it really hurt me.”
MAT: “Yeah, I had seen a video of a scientist who was going, but working in Greenland, I don’t know exactly where. And every year he actually filmed his expeditions and he made a compilation of his videos explaining how the glaciers melted, that it was reduced in thickness and width, et cetera, and that there were species also that he no longer saw but that he used to see before. And that yes, it made me … because I tell myself that there are very few people who go to these areas, apart from scientists, because there is no one who really lives. And yeah, that kind of opened my eyes a little bit like that.”
EOL: “It’s true that I didn’t have an electroshock. I had a father who was sensitive to the environment very early on, who always voted for green parties at times when it was really not popular, now it’s more classic but in his time it was rarer. In short, there was no electroshock, just continuity.”
NAT: “Well sort your waste, recycle. But at the same time, I got into it because everyone else is doing it here. I arrived in flatshares where they did it, so I got into it like that, I didn’t get into it … I am no more invested than that in sustainable development or ecology.”
LUJ: “Well, especially education, but like my parents, so my entourage. I was thinking kind of thing at the time. In the 90s, you had even more a big movement at the level of Recy-Québec, there were a lot of advertisements, at different levels, but education went to a great level. Then with the relatives it is guaranteed that when you see your loved ones recycling, having a behavior like making compost without even the compost systems already existing, you have a little different relationship compared to others with the planet.”
PAL: “For me, sustainable development is something that is a part of the production cycle.”
ALE: “Sustainable development is about creating value. I would tell you, to develop a product or a service in which there is little impact on the environment, in the sense that sustainable development would be to be able to do something a little in eternity without being afraid to reach the bottom of resources.”
PAL: “In any case, the responsibility should not fall on the consumers, it’s on the decision-makers and the producers.”
ALE: “Oh well, it comes from companies, it definitely comes from companies.”
RIV: “For me, I would say it’s more of a way to say, on which it can be going in the long term actually. Demonstrate or uh work on causes so that it is not really the medium term or the short term but really sustainable, which will benefit future generations.”
RIV: “Well, citizens I would say because this Earth belongs to all of us, to all of us, so it’s more with us.”
FAW: “Well, it’s individual. I don’t know if I can talk about that but... It is in my conviction that no one can change a group if individuals have not begun to make this change themselves. If you, you and I, if we have not thought about this change or if we are not convinced that this change will do something, the group will be able to do nothing. We have to start with ourselves, so I may say, it’s individual, it’s an individual conviction.”
3.2. Video Game Experiences: An Experience of Life
EOL: “I would say immersion, feeling … to be in the skin of the character, that it cuts with everyday life and that we are sucked by the game fully.”
CHL: “[Have you ever felt immersed in a game to the point where you no longer pay attention to the time and space around you?] Yes, really, especially actually it happened to me the first time I played The Sims because it was creating your character and having a life that, in the end, looks, finally like what I would like to have. So, yes, to the point that I had become almost aggressive, which was really not good because I was actually playing whole days without realizing the passage of time.”
MAT: “Being able to do things you can’t do in real life. I take game quests for example, apart from doing an afternoon treasure hunt and suddenly finding other people to play with you, it’s still more complicated to do outside. While there … there’s also the degree of fatigue where “it’s too hot, it’s too cold, I’m thirsty, I’m tired”, your head in front of your computer and you’re driving a character, but it’s not your body moving. It removes the constraints we will say. You’re at home, it’s convenient.”
ARI: “I think that, since it’s approaching reality, you feel like it has a kind of form of personal fulfillment, even if it’s through a game because it’s more realistic. I think you also have the fact that you achieved something, even on something fictitious, and then on a given time, which is ephemeral. But yeah, maybe I’d say it can have an influence on the reality you’re experiencing.”
RIV: “(…) And playing it, I don’t know, it allows me to hold on in my real life and I’m like, “ok, I’ve been playing this game since 2007”, I play it, I don’t know, I feel like it allows me to keep in mind my goals in my real life. One day when, if I can do it with the game, maybe I will do it with my personal life.”
3.3. Playing Plasticity: Living an Apocalyptic Future Already Present in Our Lives
PAL: “But overall, ah, I would tell you at the beginning, still indifference, because given the world a little, I said to myself “This world is screwed”, we’re not going to lie to each other.”
NAT: “Uh now, I don’t even know, I feel like it’s normal now because I feel like it’s disgusting everywhere. So it shocked me no more than that. Finally… in fact, it was less by the waste, there on the ground, I go good, “ok that’s okay”. But it’s more when there are animals stuck in stuff, there, I go “ah that’s ugly though.”
LUJ: “Well, as soon as I understood that the character, stopped when he arrived on objects just within his perimeter, well, you had to press CTRL. I didn’t have much control over what the CTRL allowed me to do so from the start I was a little disgusted by the fact that there was garbage everywhere. So I saw that he leaned when you pressed on it so I started to do it naturally but I don’t know if that was the goal of the game. I just had fun doing that because honestly, I found it not right.”
ALE: “We were like forced to take certain actions... Not necessarily forced to but it was natural. It’s just that it was instinctive. It’s just that it was natural, I’m used to recycling also in life and then making compost and all that makes it like my second nature.”
3.4. Living Plasticity: The Usefulness of an Emotional (Gaming) Journey
FAW: “It stinks. It was disgusting. It made me not want to breathe. It’s like I’m being suffocated by something.”
CHL: “It’s really weird, because actually, like when there were the garbage cans, I almost felt like I could smell the garbage cans. Like, the fact that they are really all present with the noise, kind of… finally when you fall there, in a well, with the sound of flies and so on. Yeah, I almost felt like I was really immersed.”
EOL: “(…) The immersive side makes the sense of smell … it’s a bit far-fetched but immersion could bring by sight, maybe other things.”
CHL: “Afterwards, I thought it was a bit simplistic in the end, but maybe it’s meant to be because it’s a parallel to the fact that we can all contribute, it’s not that complicated to contribute to the improvement of the environment.”
LUJ: “Very unpleasant because I’m not something that interests me, that, that I’m really passionate about pressing keys. I don’t really like it so much as an experience, the user side.”
NAT: “Yeah, it has been. Easy to handle, well it’s not very complicated since there are only the movements and then the control key is quite simple so it’s okay.”
EOL: “Satisfaction of having contributed … It’s not real since we’re in the game, but it’s still satisfying to have contributed to the environment even if it’s within the game.”
LUJ: “[Describe to me the emotions you felt about the environmental issues in the game.] It’s something that enrages me and then disgusts me absolutely. It’s not something that makes me happy to see and then it’s not something that puts me in a most peaceful state of mind. I know very well that we are leaving our next generations with an absolutely polluted planet. So no, it’s not something that makes me feel good.”
NAT: “[Would you say that you see, that you perceive the urgency in the need to change our behaviors, or do you not see this urgency?] Yes, but the thing is that for me, I can do nothing about it so since I can do nothing about it worries me no more than that … well, the term that, I was going to say, “it pisses me off”, but I can do nothing about it. Or I can if I can, I can get involved with an association, move and so on. But since it’s not something that makes me vibrate, it’s not my passion.”
CHL: “I think in virtual reality, it could reach a slightly more adult audience. Then it would be more realistic, more concrete and that we would perhaps feel more concerned. Because I know that in virtual reality, they already did experiments with situations with migrants in particular, so I tell myself why not doing this experiment with a situation on the environment. And those who told me that they participated in the experiment with migrants, they told me that it was very engaging, then that it marked them and that it was impactful, so I think, for the environment, it could be the same thing.”
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Acknowledgments
Conflicts of Interest
Appendix A. Description of the Characteristics of Plasticity
References
- National Post Staff. Plastic Microparticles Discovered in Human Blood for the First Time. National Post. Available online: https://nationalpost.com/news/world/plastic-microparticles-discovered-in-human-blood-for-the-first-time (accessed on 26 March 2022).
- IPCC. AR6 Climate Change 2021: The Physical Science Basis. Available online: https://www.ipcc.ch/report/ar6/wg1/#FullReport (accessed on 26 March 2022).
- Ford, H.V.; Jones, N.H.; Davies, A.J.; Godley, B.J.; Jambeck, J.R.; Napper, I.E.; Koldewey, H.J. The fundamental links between climate change and marine plastic pollution. Sci. Total Environ. 2022, 806, 150392. [Google Scholar] [CrossRef]
- Obervatoire de la Consommation Responsable (OCR) of ESG UQAM. Baromètre de la Consommation Responsable: 10 Ans. 2019. Available online: https://ocresponsable.com/barometre-de-la-consommation-responsable-edition-2019/ (accessed on 26 March 2022).
- 10 000 Changements. Les Faits et Statistiques sur le Plastique. Available online: https://10000changes.ca/fr/les-donnees-sur-le-plastique/ (accessed on 26 March 2022).
- National Geographic. Le Plastique en 10 Chiffres. Available online: https://www.nationalgeographic.fr/le-plastique-en-10-chiffres (accessed on 26 March 2022).
- Silva, A.L.P.; Prata, J.C.; Walker, T.R.; Duarte, A.C.; Ouyang, W.; Barcelò, D.; Rocha-Santos, T. Increased plastic pollution due to COVID-19 pandemic: Challenges and recommendations. Chem. Eng. J. 2021, 405, 126683. [Google Scholar] [CrossRef] [PubMed]
- Azzarello, M.Y.; Van Vleet, E.S. Marine birds and plastic pollution. Mar. Ecol. Prog. Ser. 1987, 37, 295–303. [Google Scholar] [CrossRef]
- MacLeod, M.; Arp, H.P.H.; Tekman, M.B.; Jahnke, A. The global threat from plastic pollution. Science 2021, 373, 61–65. [Google Scholar] [CrossRef]
- Barnes, S.J. Out of sight, out of mind: Plastic waste exports, psychological distance and consumer plastic purchasing. Glob. Environ. Change 2019, 58, 101943. [Google Scholar] [CrossRef]
- Agence France Presse. Grève Mondiale Pour le Climat: La Jeunesse Mobilisée en Masse. Radio-Canada. Available online: https://ici.radio-canada.ca/nouvelle/1309052/manifestations-environnement-greta-thunberg-ecoliers (accessed on 20 September 2019).
- Trespeuch, L.; Robinot, É.; Botti, L.; Bousquet, J.; Corne, A.; De Ferran, F.; Peypoch, N. Regards À Focus Allons-nous vers une société plus responsable grâce à la pandémie de COVID-19? 2022. [Google Scholar] [CrossRef]
- Heiskanen, E.; Pantzar, M. Toward sustainable consumption: Two new perspectives. J. Consum. Policy 1997, 20, 409–442. [Google Scholar] [CrossRef]
- Verplanken, B.; Wood, W. Interventions to break and create consumer habits. J. Public Policy Mark. 2006, 25, 90–103. [Google Scholar] [CrossRef] [Green Version]
- Wood, W.; Tam, L.; Witt, M.G. Changing circumstances, disrupting habits. J. Personal. Soc. Psychol. 2005, 88, 918. [Google Scholar] [CrossRef] [Green Version]
- Young, W.; Hwang, K.; McDonald, S.; Oates, C.J. Sustainable consumption: Green consumer behaviour when purchasing products. Sustain. Dev. 2010, 18, 20–31. [Google Scholar] [CrossRef]
- Verplanken, B.; Whitmarsh, L. Habit and climate change. Curr. Opin. Behav. Sci. 2021, 42, 42–46. [Google Scholar] [CrossRef]
- Pachocińska, E. Stratégies persuasives dans le discours publicitaire des campagnes de sensibilisation aux problèmes écologiques. Romanica Crac. 2011, 11, 327–336. [Google Scholar]
- Wang, S.; Hurlstone, M.J.; Leviston, Z.; Walker, I.; Lawrence, C. Construal-level theory and psychological distancing: Implications for grand environmental challenges. One Earth 2021, 4, 482–486. [Google Scholar] [CrossRef]
- Garrouste, P. Apprentissage, interactions, et création de connaissance. Rev. D'économie Ind. 1999, 88, 137–151. [Google Scholar] [CrossRef]
- Legros, D.; Maître de Pembroke, E.; Talbi, A. Les théories de l’apprentissage et les systèmes multimédias. In Psychologie des Apprentissages et Multimédia; A. Colin: Paris, France, 2002; pp. 23–39. [Google Scholar]
- Guney, A.; Al, S. Effective learning environments in relation to different learning theories. Procedia-Soc. Behav. Sci. 2012, 46, 2334–2338. [Google Scholar] [CrossRef] [Green Version]
- Kolb, D.A.; Boyatzis, R.E.; Mainemelis, C. Experiential learning theory: Previous research and new directions. In Perspectives on Thinking, Learning, and Cognitive Styles; Routledge: London, UK, 1999; pp. 227–248. [Google Scholar]
- Johnson, A.P. Humanistic learning theory. In Education Psychology: Theories of Learning and Human Development; National Science Press: La Mesa, CA, USA, 2014; pp. 1–10. [Google Scholar]
- Fox, J.; McKnight, J.; Sun, Y.; Maung, D.; Crawfis, R. Using a serious game to communicate risk and minimize psychological distance regarding environmental pollution. Telemat. Inform. 2020, 46, 101320. [Google Scholar] [CrossRef]
- Akladios, N. Et si les Jeux Vidéo Servaient L’éducation? Agence Française pour le Jeu Vidéo. Available online: https://www.afjv.com/news/10387_et-si-les-jeux-video-servaient-l-education.htm (accessed on 28 October 2020).
- Mouaheb, H.; Fahli, A.; Moussetad, M.; Eljamali, S. The serious game: What educational benefits? Procedia Soc. Behav. Sci. 2012, 46, 5502–5508. [Google Scholar] [CrossRef] [Green Version]
- Stanitsas, M.; Kirytopoulos, K.; Vareilles, E. Facilitating sustainability transition through serious games: A systematic literature review. J. Clean. Prod. 2019, 208, 924–936. [Google Scholar] [CrossRef] [Green Version]
- Dieleman, H.; Huisingh, D. Games by which to learn and teach about sustainable development: Exploring the relevance of games and experiential learning for sustainability. J. Clean. Prod. 2006, 14, 837–847. [Google Scholar] [CrossRef]
- Ross, J. Pervasive negabehavior games for environmental sustainability. In Proceedings of the CHI'11 Extended Abstracts on Human Factors in Computing Systems, Vancouver, BC, Canada, 7–12 May 2011; pp. 1085–1088. [Google Scholar]
- Morganti, L.; Pallavicini, F.; Cadel, E.; Candelieri, A.; Archetti, F.; Mantovani, F. Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency. Energy Res. Soc. Sci. 2017, 29, 95–102. [Google Scholar] [CrossRef]
- Boomsma, C.; Hafner, R.; Pahl, S.; Jones, R.V.; Fuertes, A. Should we play games where energy is concerned? perceptions of serious gaming as a technology to motivate energy behaviour change among social housing residents. Sustainability 2018, 10, 1729. [Google Scholar] [CrossRef] [Green Version]
- Saitua-Iribar, A.; Corral-Lage, J.; Peña-Miguel, N. Improving knowledge about the sustainable development goals through a collaborative learning methodology and serious game. Sustainability 2020, 12, 6169. [Google Scholar] [CrossRef]
- Undorf, S.; Tett, S.F.; Hagg, J.; Metzger, M.J.; Wilson, C.; Edmond, G.; Shoote, M. Understanding interdependent climate change risks using a serious game. Bull. Am. Meteorol. Soc. 2020, 101, E1279–E1300. [Google Scholar] [CrossRef] [Green Version]
- Neset, T.S.; Andersson, L.; Uhrqvist, O.; Navarra, C. Serious gaming for climate adaptation—assessing the potential and challenges of a digital serious game for urban climate adaptation. Sustainability 2020, 12, 1789. [Google Scholar] [CrossRef] [Green Version]
- Liberman, N.; Trope, Y.; Stephan, E. Psychological Distance; American Psychological Association: Washington, DC, USA, 2007. [Google Scholar]
- Trope, Y.; Liberman, N.; Wakslak, C. Construal levels and psychological distance: Effects on representation, prediction, evaluation, and behavior. J. Consum. Psychol. 2007, 17, 83–95. [Google Scholar] [CrossRef] [Green Version]
- Trope, Y.; Liberman, N. Construal-level theory of psychological distance. Psychol. Rev. 2010, 117, 440. [Google Scholar] [CrossRef] [Green Version]
- Yudkin, D.A.; Liberman, N.; Wakslak, C.; Trope, Y. Better off and far away: Reactions to others’ outcomes depends on their distance. Organ. Behav. Hum. Decis. Processes 2020, 156, 13–23. [Google Scholar] [CrossRef]
- Wang, S.; Hurlstone, M.J.; Leviston, Z.; Walker, I.; Lawrence, C. Climate change from a distance: An analysis of construal level and psychological distance from climate change. Front. Psychol. 2019, 10, 230. [Google Scholar] [CrossRef]
- Brügger, A.; Pidgeon, N.F. Spatial framing, existing associations and climate change beliefs. Environ. Values 2018, 27, 559–584. [Google Scholar] [CrossRef]
- Schuldt, J.P.; Rickard, L.N.; Yang, Z.J. Does reduced psychological distance increase climate engagement? On the limits of localizing climate change. J. Environ. Psychol. 2018, 55, 147–153. [Google Scholar] [CrossRef]
- Schill, M.; Shaw, D. Recycling today, sustainability tomorrow: Effects of psychological distance on behavioural practice. Eur. Manag. J. 2016, 34, 349–362. [Google Scholar] [CrossRef] [Green Version]
- Soares, J.; Miguel, I.; Venâncio, C.; Lopes, I.; Oliveira, M. Public views on plastic pollution: Knowledge, perceived impacts, and pro-environmental behaviours. J. Hazard. Mater. 2021, 412, 125227. [Google Scholar] [CrossRef] [PubMed]
- Van Boven, L.; Kane, J.; McGraw, A.P.; Dale, J. Feeling close: Emotional intensity reduces perceived psychological distance. J. Personal. Soc. Psychol. 2010, 98, 872. [Google Scholar] [CrossRef] [Green Version]
- Nook, E.C.; Schleider, J.L.; Somerville, L.H. A linguistic signature of psychological distancing in emotion regulation. J. Exp. Psychol. Gen. 2017, 146, 337. [Google Scholar] [CrossRef]
- Chu, H.; Yang, J.Z. Emotion and the psychological distance of climate change. Sci. Commun. 2019, 41, 761–789. [Google Scholar] [CrossRef]
- Guillard, M.; Fleury-Bahi, G.; Navarro, O. Encouraging individuals to adapt to climate change: Relations between coping strategies and psychological distance. Sustainability 2021, 13, 992. [Google Scholar] [CrossRef]
- Breves, P.; Schramm, H. Bridging psychological distance: The impact of immersive media on distant and proximal environmental issues. Comput. Hum. Behav. 2021, 115, 106606. [Google Scholar] [CrossRef]
- Sauvé, L.; Renaud, L.; Gauvin, M. Une Analyse des Ecrits sur les impacts du jeu sur L’apprentissage, de publié dans la Revue des Sciences de l’Education. Rev. Des Sci. De L’éducation 2007, 33, 1. [Google Scholar]
- Kolb, D.A. Individual Learning Styles and the Learning Process; MIT: Cambridge, MA, USA, 1971. [Google Scholar]
- Kolb, D.A. Experiential learning: Experience as the Source of Learning and Development; FT Press: Upper Saddle River, NJ, USA, 1984. [Google Scholar]
- Arnold, J. Comment les facteurs affectifs influencent-ils l’apprentissage d’une langue étrangère? Ela. Études De Linguist. Appliquée 2006, 4, 407–425. [Google Scholar] [CrossRef]
- Abrahams, R.D. Ordinary and Extraordinary Experience. In The Anthropology of Experience; Turner, V.W., Bruner, E.M., Eds.; University of Illinois Press: Champaigne, IL, USA, 1986. [Google Scholar]
- Arnould, E.J.; Price, L.L. River magic: Extraordinary experience and the extended service encounter. J. Consum. Res. 1993, 20, 24–45. [Google Scholar] [CrossRef]
- Mossberg, L. Extraordinary experiences through storytelling. Scand. J. Hosp. Tour. 2008, 8, 195–210. [Google Scholar] [CrossRef]
- Carù, A. Opérations D’appropriation et Ingrédients de L’offre Facilitant L’accès au Plaisir dans L’expérience de Consommation Virtuelle; Actes Du Congrès De L’association Française Du Mark: Paris, France, 2007. [Google Scholar]
- Auvray, M.; Fuchs, P. Perception, immersion et interactions sensorimotrice en environnement virtuel. Intellectica 2007, 45, 23–35. [Google Scholar] [CrossRef]
- Amato, E. Les utilités du jeu vidéo sérieux: Finalités, discours et mises en corrélation. Can. J. Learn. Technol. Rev. Can. L’apprentissage Technol. 2011, 37, 2. [Google Scholar] [CrossRef] [Green Version]
- Gee, J.P. Learning by design: Good video games as learning machines. E-Learn. Digit. Media 2005, 2, 5–16. [Google Scholar] [CrossRef]
- Connolly, T.M.; Boyle, E.A.; MacArthur, E.; Hainey, T.; Boyle, J.M. A systematic literature review of empirical evidence on computer games and serious games. Comput. Educ. 2012, 59, 661–686. [Google Scholar] [CrossRef]
- Clochesy, J.M.; Buchner, M.; Hickman, R.L., Jr.; Pinto, M.D.; Znamenak, K. Creating a serious game for health. J. Health Hum. Serv. Adm. 2015, 38, 162–173. [Google Scholar]
- Jaramillo-Alcázar, A.; Venegas, E.; Criollo, C.-S.; Luján-Mora, S. An approach to accessible serious games for people with dyslexia. Sustainability 2021, 13, 2507. [Google Scholar] [CrossRef]
- Bontchev, B.; Antonova, A.; Terzieva, V.; Dankov, Y. “Let Us Save Venice”—An Educational Online Maze Game for Climate Resilience. Sustainability 2021, 14, 7. [Google Scholar] [CrossRef]
- Loisier, J. Étude sur L'apport des Jeux Sérieux pour la Formation à Distance au Canada Francophone; REFAD: Montreal, QC, USA, 2015. [Google Scholar]
- Mitgutsch, K.; Alvarado, N. Purposeful by design? A serious game design assessment framework. In Proceedings of the International Conference on the Foundations of Digital Games, Raliegh, NC, USA, 29 May 2012–1 June 2012; pp. 121–128. [Google Scholar]
- Calleja, G. In-Game: From Immersion to Incorporation; MIT Press: Cambridge, MA, USA, 2011. [Google Scholar]
- Ermi, L. Fundamental components of the gameplay experience: Analysing immersion. In Proceedings of the Digital Games Research Conference 2005, Changing Views: Worlds in Play, Vancouver, BC, Canada, 16–20 June 2005. [Google Scholar]
- Hamari, J.; Shernoff, D.J.; Rowe, E.; Coller, B.; Asbell-Clarke, J.; Edwards, T. Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Comput. Hum. Behav. 2016, 54, 170–179. [Google Scholar] [CrossRef]
- Arsenault, D.; Picard, M. The video game between addiction and immersive pleasure: The three forms of video game immersion. HomoLudens. Video Games: A Social Phenomenon That is Massively Practiced. In Proceedings of the ACFAS Congress, Montreal, QC, USA, 7–8 May 2008. [Google Scholar]
- Therrien, C. The Routledge Companion to Video Game Studies. In Immersion; Dans, W.M.J.-P., Perron, B., Eds.; Routledge: London, UK, 2014. [Google Scholar]
- Trépanier-Jobin, G.; Couturier, A. L’immersion fictionnelle au-delà de la narrativité. Sci. Du Jeu 2018, 9. [Google Scholar] [CrossRef] [Green Version]
- Malone, T.W.; Lepper, M.R. Making learning fun: A taxonomy of intrinsic motivations for learning. In Aptitude, Learning, and Instruction; Routledge: London, UK, 1987; pp. 223–254. [Google Scholar]
- Csikszentmihalyi, M.; Csikzentmihaly, M. Flow: The Psychology of Optimal Experience; Harper & Row: New York, NY, USA, 1990. [Google Scholar]
- Garris, R.; Ahlers, R.; Driskell, J.E. Games, motivation, and learning: A research and practice model. Simul. Gaming 2002, 33, 441–467. [Google Scholar] [CrossRef]
- Burgers, C.; Eden, A.; van Engelenburg, M.D.; Buningh, S. How feedback boosts motivation and play in a brain-training game. Comput. Hum. Behav. 2015, 48, 94–103. [Google Scholar] [CrossRef] [Green Version]
- Hallinger, P.; Wang, R.; Chatpinyakoop, C.; Nguyen, V.T.; Nguyen, U.P. A bibliometric review of research on simulations and serious games used in educating for sustainability, 1997–2019. J. Clean. Prod. 2020, 256, 120358. [Google Scholar] [CrossRef]
- St-Pierre, R. Des jeux vidéo pour l’apprentissage? Facteurs de motivation et de jouabilité issus du game design. DistanceS 2010, 12, 4–26. [Google Scholar]
- Perron, B. Jeu vidéo et émotions. In Le Game Design de Jeux Vidéo. Approches de L’expression Vidéoludique; Editions L’Harmattan: Paris, France, 2006; pp. 347–366. [Google Scholar]
- Järvinen, A. Understanding video games as emotional experiences. In The Video Game Theory Reader 2; Routledge: London, UK, 2008; pp. 107–130. [Google Scholar]
- Büssing, A.G.; Heuckmann, B. “That Is Not My Problem!”: Utilizing the Concept of Psychological Distance in Environmental and Health Education. In Science. Environment. Health; Springer: Cham, Switzerland, 2021; pp. 51–69. [Google Scholar]
- Molinario, E.; Lorenzi, C.; Bartoccioni, F.; Perucchini, P.; Bobeth, S.; Colléony, A.; Bonaiuto, M. From childhood nature experiences to adult pro-environmental behaviors: An explanatory model of sustainable food consumption. Environ. Educ. Res. 2020, 26, 1137–1163. [Google Scholar] [CrossRef]
- Fischer, J.; Dyball, R.; Fazey, I.; Gross, C.; Dovers, S.; Ehrlich, P.R.; Borden, R.J. Human behavior and sustainability. Front. Ecol. Environ. 2012, 10, 153–160. [Google Scholar] [CrossRef] [Green Version]
- Tézenas du Montcel, M. 5 Jeux Vidéo pour Sensibiliser à la Crise Climatique. L’ADN. Available online: https://www.ladn.eu/mondes-creatifs/5-jeux-videos-crise-climatique-ecologique/ (accessed on 17 January 2022).
- Néron. F6 Jeux pour Eveiller la Conscience Ecologique de Votre Enfant. Ecran Partagé. Available online: https://ecranpartage.ca/6-jeux-pour-eveiller-la-conscience-ecologique-de-votre-enfant/ (accessed on 21 February 2022).
- Martinez, J. Plasticity. USC Games—The Blog. Available online: https://games.usc.edu/news/plasticity/ (accessed on 23 April 2021).
- Panu, P. Anxiety and the ecological crisis: An analysis of eco-anxiety and climate anxiety. Sustainability 2020, 12, 7836. [Google Scholar] [CrossRef]
- Arsenault, D. Qui est ‘je’? Autour de quelques stratégies vidéoludiques de design de personnage pour gérer l’actantialité ludo-narrative du joueur et son immersion fictionnelle. In Avatars, Personnages et Acteurs Virtuels; Édifice Fleurie: Québec, QC, Canada, 2013; pp. 105–115. [Google Scholar]
- Papale, L. Beyond identification: Defining the relationships between player and avatar. J. Games Crit. 2014, 1, 1–12. [Google Scholar]
- Festinger, L. A Theory of Cognitive Dissonance; Stanford University Press: Redwood City, CA, USA, 1957; Volume 2. [Google Scholar]
- Haag, C. La Contagion Émotionnelle; HAL: Bangalore, India, 2019. [Google Scholar]
- Madden, T.J.; Ellen, P.S.; Ajzen, I. A comparison of the theory of planned behavior and the theory of reasoned action. Personal. Soc. Psychol. Bull. 1992, 18, 3–9. [Google Scholar] [CrossRef]
- Borrelle, S.B.; Ringma, J.; Law, K.L.; Monnahan, C.C.; Lebreton, L.; McGivern, A.; Rochman, C.M. Predicted growth in plastic waste exceeds efforts to mitigate plastic pollution. Science 2020, 369, 1515–1518. [Google Scholar] [CrossRef]
Participant. | Temporality of the Game | Game Localization |
---|---|---|
PAL | “That’s why I’m talking about geographical areas. Because that’s it, it’s finally already happening right now. Right now, it’s happening so I could very well place it today in 2022 actually. ” | “There are places in Senegal or there are places like that in the Philippines, that’s all that. I had just seen a passage, a lady in the Philippines. Her house is almost underwater, she doesn’t want to leave her house. Well, that’s what, then, but here, I would say maybe Philippines. ” |
MAT | “I would have put the 2010s.” | “I would have said more a country like Brazil, okay, it very quickly made me think a little about the favelas. The house, especially with the sheet metal and right next to the big open-air dumps. ” |
CHL | “It could almost be now in some countries unfortunately, but with whales running aground all this, there are still elements that make a little more futuristic but I would not say a future so far away either. 2070, I don’t know, something like that. ” | “I would say a country in Asia. Yeah, because there’s a lot, well for me, Asia, it’s like India, very-very poor countries, very polluted with Vietnam, with like a very heavy atmosphere of pollution in the air where you can breathe more. You see nothing, et cetera. ” |
LUJ | “This is a dystopia that must be very close, 2029, even now, even in some countries. Currently, there are slums where can currently live like this, so even in 80 it could be in the 70s in several third world countries. ” | “But in the West, if you’re asking me, in the West to have this kind of dystopia like that, I tell you that it can very well be in the 2030s, 2025 or so.” |
PRI | “It can happen in the next 10 to 20 years.” | “It’s true, I didn’t pay attention to the architecture which was quite Western anyway from what I could see. (...) I would say Western, a Western country or city. ” |
Participant | The Message of the Game |
---|---|
PAL | “The message for me from this game is that we can all have an influence on the environment. That it is up to everyone to take care of the environment in which we live. So that’s the message I take away from the game. ” |
MAT | “You enjoy playing and at the same time it makes you aware of certain things. So necessarily, watch the news, watch the documentaries, but there, playing a game well you ally the useful to the pleasant. So you play, you enjoy yourself at the same time, learning interesting things to help the planet. ” |
CHL | “Well, the message of this game is to try no matter what you do to help preserve the environment. And despite the fact that finally, he repeats it several times in his text, it is that despite the fact that everything seems difficult and unattainable and that everything seems already lost in advance, you can still manage to move forward and solve some problems. ” |
FAW | “Well, if you’re looking for a better life, you have to start where you are. We will rectify what was done wrong, try to find solutions, but not look for alternatives. ” |
RIV | “Let’s save the planet as long as there is time to do it and everything because I don’t know who would like to see their mother die because of waste, who would like to see animals disappear because of waste. Let’s take action, whether it’s individual first, or let’s not look at what others are doing and everything. Because yeah, I think from now on, I’m actually going to think about doing a lot of things that I wasn’t doing before. I just have to find the motivation to do it. ” |
PRI | “It’s a good awareness game.” |
ALE | “It’s important to recycle … no, but more than that, it’s that you know that small actions matter. ” |
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations. |
© 2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Bekoum Essokolo, V.-L.; Robinot, E. «Let’s Go Deep into the Game to Save Our Planet!» How an Immersive and Educational Video Game Reduces Psychological Distance and Raises Awareness. Sustainability 2022, 14, 5774. https://doi.org/10.3390/su14105774
Bekoum Essokolo V-L, Robinot E. «Let’s Go Deep into the Game to Save Our Planet!» How an Immersive and Educational Video Game Reduces Psychological Distance and Raises Awareness. Sustainability. 2022; 14(10):5774. https://doi.org/10.3390/su14105774
Chicago/Turabian StyleBekoum Essokolo, Vicky-Lauren, and Elisabeth Robinot. 2022. "«Let’s Go Deep into the Game to Save Our Planet!» How an Immersive and Educational Video Game Reduces Psychological Distance and Raises Awareness" Sustainability 14, no. 10: 5774. https://doi.org/10.3390/su14105774
APA StyleBekoum Essokolo, V. -L., & Robinot, E. (2022). «Let’s Go Deep into the Game to Save Our Planet!» How an Immersive and Educational Video Game Reduces Psychological Distance and Raises Awareness. Sustainability, 14(10), 5774. https://doi.org/10.3390/su14105774