Papers

61,005 results
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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

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

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

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

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
Systematic Review Tier 1

Game-Based Solutions and the Plastic Problem: A Systematic Review

This systematic review looks at whether games and game-based tools can help people reduce plastic use and pollution. It found that while games can boost awareness and motivation around the plastic problem, there is limited evidence so far that they lead to lasting behavior change. The review highlights that creative approaches are needed to help people take action on reducing plastic waste.

2023 Sustainability 3 citations
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

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
Article Tier 2

"value of Amobile Game-based App Towards Education for Sustainability"

This paper describes the EduPARK mobile app, which uses game-based learning to promote sustainability education in park environments. The tool encourages students to explore local ecosystems and learn environmental concepts through interactive play. Apps like this can build long-term pro-environmental attitudes that may reduce plastic waste behavior.

2023
Article Tier 2

Learning Effects of Augmented Reality and Game-Based Learning for Science Teaching in Higher Education in the Context of Education for Sustainable Development

Researchers tested an augmented reality game-based learning environment called 'Beat the Beast' to teach university students about microplastics across biology, chemistry, and engineering disciplines. A study of 203 pre-service teachers compared settings with and without augmented reality and game elements to measure effects on motivation, knowledge, and sustainability outcomes. The findings contribute to understanding how emerging educational technologies can support interdisciplinary science teaching about environmental topics.

2023 Sustainability 31 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

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

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

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

Sensory Virtual Interaction Design Based on the Impact of Microplastics on Ecosystem

Researchers designed a virtual reality interactive experience that communicates the impact of microplastics on ecosystems to audiences. Using immersive virtual environments to convey scientific information about microplastic pollution could improve public understanding and engagement with this environmental issue.

2023 AHFE international
Article Tier 2

Using EEG data as Dynamic Difficulty Adjustment in a serious game about the plastic pollution in the oceans

Researchers explored whether real-time EEG brain activity data could be used to dynamically adjust difficulty in a serious game about ocean plastic pollution, aiming to improve engagement and learning. The study found that while both groups showed high engagement, the control group without EEG-based difficulty adjustment actually demonstrated better attention and higher knowledge test scores, indicating that more research is needed on optimal learning approaches in educational games.

2023 6 citations
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

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

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

A Study on Environmentally Sustainable Interaction Design Guided by User Behavior: Addressing Unsustainable Consumption

Researchers developed a hybrid physical-digital interaction system using gamification, narrative design, and mixed-reality technologies to guide pro-environmental consumer behavior, constructing a closed-loop system that transforms abstract environmental responsibility into tangible participatory practices.

2025 Communications in Humanities Research
Systematic Review Tier 1

The Effects of Sensory Cues on Immersive Experiences for Fostering Technology-Assisted Sustainable Behavior: A Systematic Review

This systematic review found that multisensory cues in virtual reality and gaming environments significantly enhance immersive experiences and increase adoption of sustainable behaviors. Visual and auditory feedback were the most commonly studied modalities, while haptic and olfactory cues remain underexplored but show high potential.

2022 Behavioral Sciences 34 citations
Article Tier 2

Design of an Intrinsically Motivating AR Experience for Environmental Awareness

Researchers designed an augmented reality learning experience called 'Resized Plastic' to raise environmental awareness about microplastics by leveraging intrinsic motivation principles. The experience was built on Dunleavy's AR framework to provide users with a systemic overview of the microplastics issue and connect it to everyday actions.

2022 Proceedings of the Design Society 8 citations
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

"raising Students’ Awareness About Nature Conservation: from the Park to the City"

This paper presents the EduCITY project, which uses mobile devices, augmented reality, and outdoor games to teach students about nature conservation and environmental sustainability. The approach brings environmental education out of the classroom into urban and natural settings. The project is relevant to microplastics awareness as it promotes environmental literacy in school-age children.

2023 1 citations