The Circular Game: The Impact of Gaming on Sustainable Behaviour

The main objective of this paper is to assess the impact of The Circular Game use on participants' sustainable awareness, learning and behaviour. The Circular Game is a strategy board game to learn about sustainability, improve environmental awareness, apply circular economy strategies, and train to design innovative and circular business models. Researchers will analyse changes in participants' sustainable knowledge, awareness, and behaviour before and after participation in the game with ad hoc questionnaires. The results of this analysis will allow us to test whether the emotions generated during the play-based learning process can condition their environmental awareness, learning and behaviour towards greater sustainability in the future. The game can generate emotions in participants and work teams, promote collaborative and green knowledge acquisition, and help bachelor and master students and employees apply theoretical knowledge to real-world situations. Similarly, companies and entrepreneurs need a relaxed environment to present their ideas and proposals for improvement. This methodology uses game elements in academic or working environments to stimulate and challenge participants to incorporate sustainable business choices. The Circular Game is a game in which participants compete to be the company that applies the most circular economy strategies in its business model. The groups advance through a circular board where, depending on the squares they land on, they can earn money, invest in circular economy strategies, and add or reduce CO2 emissions. The winner will be the one who has completed all the circular economy strategies set out in the game with the minimum of CO2 emissions. The social impact is substantial as it is a methodology that can be applied in any field, educational or business. The impact will be more significant if the game's objective, to be more sustainable, is translated into the participants' real lives.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2024-10-07
DOI
https://doi.org/10.34190/ecgbl.18.1.2647
Primary Topic
Leadership, Behavior, and Decision-Making Studies
Type
article
Field-Weighted Citation Impact
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article

The Circular Game: The Impact of Gaming on Sustainable Behaviour

Sonia Marcos, Clara Pérez‐Cornejo, Esther de Quevedo Puente, Blanca López-García
1 links
European Conference on Games Based Learning
Leadership, Behavior, and Decision-Making Studies
article

The Circular Game: The Impact of Gaming on Sustainable Behaviour

Sonia Marcos, Clara Pérez‐Cornejo, Esther de Quevedo Puente, Blanca López-García
article en

Abstract

The main objective of this paper is to assess the impact of The Circular Game use on participants' sustainable awareness, learning and behaviour. The Circular Game is a strategy board game to learn about sustainability, improve environmental awareness, apply circular economy strategies, and train to design innovative and circular business models. Researchers will analyse changes in participants' sustainable knowledge, awareness, and behaviour before and after participation in the game with ad hoc questionnaires. The results of this analysis will allow us to test whether the emotions generated during the play-based learning process can condition their environmental awareness, learning and behaviour towards greater sustainability in the future. The game can generate emotions in participants and work teams, promote collaborative and green knowledge acquisition, and help bachelor and master students and employees apply theoretical knowledge to real-world situations. Similarly, companies and entrepreneurs need a relaxed environment to present their ideas and proposals for improvement. This methodology uses game elements in academic or working environments to stimulate and challenge participants to incorporate sustainable business choices. The Circular Game is a game in which participants compete to be the company that applies the most circular economy strategies in its business model. The groups advance through a circular board where, depending on the squares they land on, they can earn money, invest in circular economy strategies, and add or reduce CO2 emissions. The winner will be the one who has completed all the circular economy strategies set out in the game with the minimum of CO2 emissions. The social impact is substantial as it is a methodology that can be applied in any field, educational or business. The impact will be more significant if the game's objective, to be more sustainable, is translated into the participants' real lives.

European Conference on Games Based LearningVol. 18(1)
Universidad de Burgos (ES)
Life in Land
Openalex Percentile: Top 71%
Leadership, Behavior, and Decision-Making Studies
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