Gameful IoT Repair

Electronic Waste (e-waste) is the fastest growing waste stream worldwide, and the proliferation of Internet of Things (IoT) devices is greatly accelerating e-waste production. IoT devices are often designed to limit repairability and shorten lifespans, resulting in products rendered prematurely obsolete. Additionally, guidance that should inform consumers how to responsibly manage a products end-of-life is severely lacking, leading to improper disposal and further environmental harm. This paper argues that challenging these harmful cycles requires citizens and communities to have better access to knowledge and practical skills - which are essential to successfully embrace a culture of repair and reuse towards a wider sustainability transition. This paper presents two Serious Games - Re:Play and RepairLand - interactive experiences aiming to engage and educate. Applying Research-through- Design and Speculative Design approaches, this paper presents our design decisions and critical reflections that shaped the development of these games.

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Publication Details

Published
2025-06-16
DOI
https://doi.org/10.26503/dl.v2025i2.2484
Primary Topic
IoT and Edge/Fog Computing
Type
article
Field-Weighted Citation Impact
0.00
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article

Gameful IoT Repair

Violet Owen, Michael Stead, Paul Coulton
IoT and Edge/Fog Computing
article

Gameful IoT Repair

Violet Owen, Michael Stead, Paul Coulton
article en

Abstract

Electronic Waste (e-waste) is the fastest growing waste stream worldwide, and the proliferation of Internet of Things (IoT) devices is greatly accelerating e-waste production. IoT devices are often designed to limit repairability and shorten lifespans, resulting in products rendered prematurely obsolete. Additionally, guidance that should inform consumers how to responsibly manage a products end-of-life is severely lacking, leading to improper disposal and further environmental harm. This paper argues that challenging these harmful cycles requires citizens and communities to have better access to knowledge and practical skills - which are essential to successfully embrace a culture of repair and reuse towards a wider sustainability transition. This paper presents two Serious Games - Re:Play and RepairLand - interactive experiences aiming to engage and educate. Applying Research-through- Design and Speculative Design approaches, this paper presents our design decisions and critical reflections that shaped the development of these games.

Lancaster University (GB)
Openalex Percentile: Top 83%
IoT and Edge/Fog Computing
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Gameful IoT Repair — Violet Owen, Michael Stead, et al. · (2025) | TGRS Research Map | TGRS