Papers

61,005 results
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Article Tier 2

Recommendation: Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly! — R0/PR3

Researchers evaluated the serious game 'MoreGoJelly!' as a tool for improving ocean literacy and engaging the public with microplastics governance challenges involving jellyfish interactions. The study examined how game-based learning can make complex ocean environmental issues accessible and promote understanding of policy solutions among diverse audiences.

2024
Article Tier 2

Decision: Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly! — R1/PR7

This peer review decision evaluates a study presenting the MoreGoJelly! serious game series for ocean literacy, examining how analogue and digital games can educate the public about marine litter and microplastics governance through game-based learning approaches.

2024
Article Tier 2

Recommendation: Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly! — R1/PR6

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.

2024
Article Tier 2

Review: Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly! — R0/PR2

This review examines how serious games and digital games can contribute to ocean literacy education, tracing their evolution since the 1970s and evaluating their effectiveness in communicating complex topics such as microplastic pollution and jellyfish ecology to the public. The study finds that well-designed serious games can meaningfully improve public understanding of marine environmental issues.

2024
Article Tier 2

Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly!

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.

2024 Cambridge Prisms Plastics 1 citations
Article Tier 2

Decision: Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly! — R0/PR4

Researchers evaluated the MoreGoJelly! serious game, a hybrid analogue game about jellyfish and microplastics governance, testing it across three Norwegian geographical regions with future-generation stakeholders to assess its effectiveness for ocean literacy education.

2024
Article Tier 2

Promoting Sustainable Behavior Using Serious Games: SeAdventure for Ocean Literacy

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.

2020 IEEE Access 39 citations
Article Tier 2

Educational games about the environment: The microplastics escape game OCEAN EYE

Researchers developed and evaluated the OCEAN EYE microplastics escape game as an educational intervention targeting awareness and pro-environmental behavior among Austrian participants aged 15 and older, designing an evaluation framework to measure feasibility, willingness to act against microplastic pollution, and overall player experience.

2022 Zenodo (CERN European Organization for Nuclear Research)
Article Tier 2

Gamification and ocean literacy in early secondary education

This study evaluated the use of a gamified mobile app to improve ocean literacy and environmental awareness in secondary school students. Engaging young people about ocean health through digital games could help build understanding of microplastic pollution and motivate behavior change.

2021 Figshare 3 citations
Article Tier 2

Pelucco's journey: Teaching kids about microplastic pollution and ocean protection

Researchers developed and evaluated 'Pelucco's Journey,' an educational initiative designed to teach children about microplastic pollution and ocean protection, framing scientific content within an accessible narrative for young audiences. The study drew on evidence that effective microplastic mitigation policies require paired public education to increase awareness and promote behavioral change.

2024 Zenodo (CERN European Organization for Nuclear Research)
Article Tier 2

Designing Educational Game to Increase Environmental Awareness

Researchers designed an educational video game to raise environmental awareness about plastic waste and ocean pollution in Indonesian students. The game showed measurable improvements in environmental knowledge and pro-environmental attitudes among players.

2021 International Journal of Emerging Technologies in Learning (iJET) 21 citations
Article Tier 2

Marine odyssey: a non-immersive virtual reality game for marine litter awareness / Hykarl Ukasyah Mohamad Azahar and Fadhlina Izzah Saman

Researchers developed a non-immersive virtual reality game called 'Marine Odyssey' aimed at raising public awareness about marine litter and its impacts, using a Game Development Life Cycle framework to build an educational game-based learning tool.

2024 UiTM Institutional Repositories (Universiti Teknologi MARA)
Article Tier 2

How to Increase Ocean Literacy for Future Ocean Sustainability? The Influence of Non-Formal Marine Science Education

This study examined whether non-formal marine science education programs improve ocean literacy in students, finding that hands-on marine experiences significantly increased knowledge and environmental awareness. Improving ocean literacy is considered essential for building public support for policies to reduce marine plastic pollution.

2020 Sustainability 35 citations
Article Tier 2

Designing and Developing Digital Computer Game of Plastic Waste Awareness for Young Children

Researchers designed a digital educational computer game to raise plastic waste awareness among young children, using character-driven gameplay to teach waste management behaviors. The game was developed through iterative visual design and tested for its ability to engage children and build positive attitudes toward reducing plastic pollution.

2024 Journal of Games Game Art and Gamification
Article Tier 2

Protecting Children’s Rights to Development and Culture by Re-Imagining “Ocean Literacies”

This paper is not about microplastics. It explores children's human rights in relation to ocean health and environmental education, arguing that ocean literacy programs should incorporate diverse knowledge systems and environmental justice perspectives. While ocean pollution including plastics is part of the broader context, the paper is a legal and educational policy analysis rather than a study of microplastic contamination.

2023 The International Journal of Children s Rights 3 citations
Article Tier 2

In My Boat: a card game designed by community researchers to explore the impact of environmental change on marine ecosystems

Researchers developed an educational card game exploring climate and pollution threats to marine ecosystems through a participatory action research methodology in collaboration with a grassroots community group, finding that participants had general environmental awareness but limited understanding of the causes of environmental change. The study demonstrates that community-co-designed card games can effectively serve as accessible tools for disseminating marine pollution and climate science to the public.

2025
Article Tier 2

The 8th Continent

Not a microplastics paper in the traditional research sense — "The 8th Continent" is a gamified augmented reality art installation designed to raise public awareness about the scale of plastic pollution, using participatory digital storytelling to create community dialogue about the plastic crisis.

2023
Systematic Review Tier 1

“From Gamers into Environmental Citizens”: A Systematic Literature Review of Empirical Research on Behavior Change Games for Environmental Citizenship

This systematic review of 15 years of empirical research found that behavior change games can promote pro-environmental attitudes and knowledge, though evidence for lasting behavioral change remains limited. The findings are relevant to microplastic reduction efforts because they suggest that gamified interventions may raise awareness about plastic pollution but need stronger design to drive sustained reductions in plastic consumption.

2023 Multimodal Technologies and Interaction 9 citations
Article Tier 2

«Let’s Go Deep into the Game to Save Our Planet!» How an Immersive and Educational Video Game Reduces Psychological Distance and Raises Awareness

Researchers found that an immersive educational video game about plastic pollution effectively reduced psychological distance and increased awareness among players, suggesting that interactive media can be a powerful tool for environmental education beyond traditional climate change messaging.

2022 Sustainability 27 citations
Article Tier 2

Caixas didáticas para popularização científica dos microplásticos e impacto nos organismos e ecossistemas aquáticos

This Brazilian study developed and tested educational kits for teaching students about microplastics and their impacts on ecosystems, deploying the materials in public schools. Science education tools that make microplastic pollution tangible for students are important for building the public awareness needed to drive behavior change and support policy solutions.

2023 Journal of Environmental Analysis and Progress
Article Tier 2

Mobile Augmented Reality Games Towards Smart Learning City Environments: Learning Sustainability with the [Project’s Name] App

This study evaluated mobile augmented reality games as educational tools for teaching sustainability competencies in a smart learning city context, with one module addressing plastic pollution and microplastic awareness among urban residents and students.

2025 Preprints.org 2 citations
Article Tier 2

Game Save The Sea! as an Education Media to Prevent Water Pollution

An educational video game designed to teach players about water pollution—including plastic waste—was tested with Indonesian students. The game successfully increased environmental awareness and behavioral intentions around waste disposal.

2021 Journal of Business and Technology 2 citations
Article Tier 2

Promoting the Sustainability of Artisanal Fishing through Environmental Education with Game-Based Learning

Researchers developed and evaluated a game-based environmental education program on artisanal fishing sustainability for over 1,000 primary school students in northwest Spain, using qualitative methodology to assess learning outcomes. The approach demonstrates how game-based learning can be used to promote ocean conservation aligned with UN Sustainable Development Goal 14.

2023 Sustainability 17 citations
Article Tier 2

Mobile Augmented Reality Games Towards Smart Learning City Environments: Learning About Sustainability

This study explored how mobile augmented reality games can teach sustainability concepts, including environmental pollution from plastics, within smart city learning environments. Students who played location-based AR games showed increased awareness of environmental protection and sustainability issues. The research suggests that gamified learning tools could be effective at raising public awareness about environmental challenges including plastic pollution.

2025 Computers 5 citations