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Promoting Sustainable Behavior Using Serious Games: SeAdventure for Ocean Literacy
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This study evaluated a serious video game called SeAdventure designed to improve ocean literacy and promote sustainable behavior around marine plastic pollution. Results indicated that game-based education can effectively increase environmental awareness and motivation for pro-ocean actions among players.
In the environmental sector, in recent years, policies and governance of marine issues have seen greater enhancement of participatory and community-based processes (for example the Blue Growth Actions of the Interreg Med Program of the European Union). The greater involvement of citizens in the processes and policies of the sea can greatly benefit the survival of the marine environment and support reforms, since most environmental problems are caused by human behavior. Changes in individual behaviors are desirable to ensure sustainable use of the ocean and its resources. These changes are possible only if there is an improvement in people's knowledge and awareness since the childhood. Ocean literacy interventions will allow people to understand their responsibilities towards the oceans and their health. For this reason, it is necessary to promote sustainable behavior changes using new educational approaches that can be effective with young pupils. The research presents a serious game and an explainer video, used in order to introduce the problem of marine litter, one of the main dangers for the marine species. The aim of the serious game was to enhance ocean literacy with a particular attention to the biodiversity of the Apulian and Mediterranean sea to raise children's awareness of the issue of caring for life in the sea. The measure of learning effectiveness confirmed that the knowledge gained can be actually acquired by children using new technologies, in general, and serious games in particular.
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Researchers developed and evaluated 'MoreGoJelly!', a serious game focused on jellyfish and microplastics governance, as a tool to enhance ocean literacy among the public. The study reviewed the history of serious games for ocean education since the 1970s and presented outcomes from a series of game deployments, finding that hybrid and analogue game formats are increasingly relevant alongside digital approaches.
Recommendation: Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly! — R1/PR6
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This peer review recommendation evaluates a study on the MoreGoJelly! serious game series, which assessed analogue and digital game formats for raising awareness about marine litter and microplastics as tools for improving ocean literacy.
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A study of 115 six-year-olds in Malaysia found that a simple mobile game teaching kids about beach cleanup dramatically boosted their awareness of ocean litter compared to kids who didn't play it. This matters because beach pollution and plastic waste eventually break down into microplastics that contaminate our food and water—so starting environmental education early, even through screen time, could help raise a generation that's more likely to protect the ecosystems we all depend on for clean water and healthy seafood.
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When a large batch of papers lands in the Atlas, we read through it and send a short write-up of what stood out.