Virtual gardening: Identifying problems and potential directions for ‘ecological awareness’ through soil management and plant recognition gaming | Intellect Skip to content
1981
Volume 1, Issue 2
  • ISSN: 2632-2463
  • E-ISSN: 2632-2471

Abstract

Games are increasingly proven to be effective learning tools through a multitude of methodologies and approaches and this is no different for issues relating to the environment and the place of humans within it. We collaborated with the Eden Project to create a mobile game addressing some concerns on the ecological awareness of visitors that they raised with us: a mobile garden management game with a plant recognition technology. Such a project proved a valuable opportunity to understand how a game for smart devices might promote short-term ecological awareness for a general audience. Using a research creation methodology, we analyse, document and run a limited empirical study through user experience testing on players to investigate if the game had an effect on their ecological awareness.

Loading

Article metrics loading...

/content/journals/10.1386/jem_00015_1
2020-07-01
2024-05-29
Loading full text...

Full text loading...

References

  1. ALVA ( 2018), ALVA | Association of Leading Visitor Attractions, http://www.alva.org.uk/details.cfm?p=423. Accessed 29 March 2019.
    [Google Scholar]
  2. Anderson-Fung, P. O., and Maly, K.. ( 2002;), ‘ Hawaiian ecosystems and culture; Why growing plants for Lei helps to preserve Hawaii’s natural and cultural heritage. ’, in J. R. Hollyer. (ed.), Growing Plants for Hawaiian Lei; 85 Plants for Gardens, Conservation, and Business, Manoa, HI:: College of Tropical Agriculture and Human Resources, University of Hawai’i;, pp. 177205.
    [Google Scholar]
  3. Arnseth, H. C.. ( 2006;), ‘ Learning to play or playing to learn – A critical account of the models of communication informing educational research on computer gameplay. ’, Game Studies, 6:1, http://gamestudies.org/06010601/articles/arnseth. Accessed 29 March 2019.
    [Google Scholar]
  4. Backlund, P., and Hendrix, M.. ( 2013;), ‘ Educational games – Are they worth the effort? A literature survey of the effectiveness of serious games. ’, in 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), September 2013, Poole:: IEEE;, pp. 18, http://ieeexplore.ieee.org/document/6624226/doi:10.1109/VS-GAMES.2013.6624226. Accessed 28 March 2019.
    [Google Scholar]
  5. Bateson, P. P. G., and Martin, P.. ( 2013), Play, Playfulness, Creativity and Innovation, Cambridge, NY:: Cambridge University Press;.
    [Google Scholar]
  6. Bogost, I.. ( 2006), Unit Operations: An Approach to Videogame Criticism, Cambridge, MA:: MIT Press;.
    [Google Scholar]
  7. Bogost, I.. ( 2010), Persuasive Games: The Expressive Power of Videogames, Cambridge, MA:: MIT Press;.
    [Google Scholar]
  8. Boyle, E. A.,, Hainey, T.,, Connolly, T. M.,, Gray, G.,, Earp, J.,, Ott, M.,, Lim, T.,, Ninaus, M.,, Ribeiro, C., and Pereira, J.. ( 2016;), ‘ An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. ’, Computers & Education, 94, pp. 17892.
    [Google Scholar]
  9. Bruneau, M., and Villeneuve, A.. ( 2007), Traiter de recherche création en art : Entre la quête d’un territoire et la singularité des parcours, Québec:: Presses de l’Université du Québec;.
    [Google Scholar]
  10. Chandler, K., and Swartzentruber, M.. ( 2011;), A Correlational Study of Nature Awareness and Science Achievement. , MA thesis, Knoxville, TN:: Johnson Bible College;, https://eric.ed.gov/?id=ED520105. Accessed 29 March 2019.
    [Google Scholar]
  11. Chang, A., and Parham, J.. ( 2017;), ‘ Green computer and video games: An introduction. ’, Ecozon@, 8:2, pp. 117.
    [Google Scholar]
  12. Chang, A. Y.. ( 2012;), ‘ Back to the virtual farm: Gleaning the agriculture-management game. ’, Interdisciplinary Studies in Literature and Environment, 19:2, pp. 23752.
    [Google Scholar]
  13. Chang, A. Y.. ( 2013;), ‘ Playing nature: The virtual ecology of game environments. ’, Ph.D. thesis, no place:: UC Berkeley;.
    [Google Scholar]
  14. ConcernedApe ( 2016), Stardew Valley, [Microsoft Windows, iOS and Android] .
    [Google Scholar]
  15. Crawford, C.. ( 1990), Balance of the Planet, [Mac OS] .
    [Google Scholar]
  16. Daly-Jones, O.,, Monk, A.,, Frohlich, D.,, Geelhoed, E., and Loughran, S.. ( 1997;), ‘ Multimodal messages: The pen and voice opportunity. ’, Interacting with Computers, 9:1, pp. 125.
    [Google Scholar]
  17. Dyer-Witheford, N., and Peuter, G. D.. ( 2009), Games of Empire: Global Capitalism and Video Games, Minneapolis, MN:: University of Minnesota Press;.
    [Google Scholar]
  18. Firaxis Games ( 2010), Civilization V, Balitmore, ML:: Firaxis Games; [Microsoft Windows] .
    [Google Scholar]
  19. Fisman, L.. ( 2005;), ‘ The effects of local learning on environmental awareness in children: An empirical investigation. ’, The Journal of Environmental Education, 36:3, pp. 3950.
    [Google Scholar]
  20. Floyd, D.. ( 2008;), ‘ Video games and learning. ’, YouTube, https://www.youtube.com/watch?v=rN0qRKjfX3s. Accessed 29 March 2019.
    [Google Scholar]
  21. Geocaching.com ( 2000;), ‘ Geocaching. ’, https://www.geocaching.com/play. Accessed 14 May 2020.
  22. Giant Squid Studios ( 2016), Abzu, Milan:: 505 Games; [Microsoft Windows, Playstation 4 and Xbox One] .
  23. Goëau, H.,, Bonnet, P.,, Joly, A.,, Bakić, V.,, Barbe, J.,, Yahiaoui, I.,, Selmi, S.,, Carré, J.,, Barthélémy, D.,, Boujemaa, N.,, Molino, J.-F.,, Duché, G., and Péronnet, A.. ( 2013;), ‘ Pl@ntNet mobile app. ’, in Proceedings of the 21st ACM International Conference on Multimedia MM’13, New York:: ACM;, pp. 42324, http://doi.acm.org/10.1145/2502081.2502251. Accessed 28 March 2019.
    [Google Scholar]
  24. Google ( 2019;), ‘ Top charts – Games – Android apps on Google play. ’, https://play.google.com/store/apps/top/category/GAME. Accessed 29 March 2019.
  25. Gosselin, P., and Coguiec, E. L.. ( 2006), La recherche création : Pour une compréhension de la recherche en pratique artistique, Québec:: Presses de l’Université du Québec;.
    [Google Scholar]
  26. Ice Water Games, ( 2015), Viridi, [Microsoft Windows] .
    [Google Scholar]
  27. Impressions Games ( 1998), Caesar III, Cambridge, MA:: Impressions Games; [Windows, Mac OS] .
    [Google Scholar]
  28. Korzybski, A.. ( 1958), Science and Sanity: An Introduction to Non-Aristotelian Systems and General Semantics, , 4th ed.., Lakeville, CT:: International Non-Aristotelian Library;.
    [Google Scholar]
  29. Koster, R.. ( 2017), Still Logged In: What AR and VR Can Learn from MMOs, https://www.gdcvault.com/play/1024060/Still-Logged-In-What-AR. Accessed 29 March 2019.
    [Google Scholar]
  30. Landers, R. N., and Bauer, K. N.. ( 2015;), ‘ Quantitative methods and analyses for the study of players and their behaviour. ’, in P. Lankoski, and S. Bjork. (eds), Game Research Methods, Pittsburgh, PA:: ETC Press;, pp. 15173.
    [Google Scholar]
  31. Le Coguiec, É.. ( 2007;), ‘ Démarches de recherche et démarches de création. ’, in M. Bruneau, and A. Villeneuve. (eds), Traiter de recherche création en art: Entre la quête d’un territoire et la singularité des parcours, Québec:: Presses de l’Université du Québec;, pp. 30825.
    [Google Scholar]
  32. Lieberoth, A., and Roepstorff, A.. ( 2015;), ‘ Mixed methods in game research. ’, in P. Lankoski, and S. Bjork. (eds), Game Research Methods, Pittsburgh, PA:: ETC Press;, pp. 27189, http://dl.acm.org/citation.cfm?id=2812774.2812795. Accessed 21 February 2017.
    [Google Scholar]
  33. Michael, D. R., and Chen, S. L.. ( 2005), Serious Games: Games That Educate, Train, and Inform, Thomson, MA:: Muska & Lipman/Premier-Trade;.
    [Google Scholar]
  34. Microprose ( 1996), Civilization II, MicroProse, ML:: Micropose; [Microsoft Windows, Mac OS and Playstation] .
    [Google Scholar]
  35. Mojang ( 2011), Minecraft, Stockholm:: Mojang; [Microsoft Windows, Mac OS and Linux] .
  36. Mozelius, P.,, Fagerström, A., and Söderquist, M.. ( 2017;), ‘ Motivating factors and tangential learning for knowledge acquisition in educational games. ’, The Electronic Journal of e-Learning, 15:4, pp. 34354.
    [Google Scholar]
  37. Newsgaming.com ( n.d.), newsgaming.com , http://www.newsgaming.com/. Accessed 29 March 2019.
  38. Niantic ( 2016), Pokémon Go, San Francisco, CA:: Niantic; [iOS and Android] .
    [Google Scholar]
  39. Nintendo EPD ( 2001), Pikmin, Kyoto:: Nintendo; [Nintendo Gamecube] .
  40. Nintendo EPD and NDCube ( 2017), Animal Crossing: Pocket Camp, Kyoto:: Nintendo; [iOS and Android] .
    [Google Scholar]
  41. Novotrade International ( 1992), Ecco the Dolphin, Budapest:: Novotrade International; [Sega Genesis] .
  42. op de Beke, L.. ( 2018;), ‘ Empathy for ecosystems: On the environmental orientation of videogames. ’, Master thesis, Leiden:: Leiden University;.
    [Google Scholar]
  43. O’Reilly, D.. ( 2014), Mountain, San Francisco, CA:: Double Fine Productions; [Microsoft Windows] .
    [Google Scholar]
  44. O’Reilly, D.. ( 2017), Everything, San Francisco, CA:: Double Fine Productions; [Microsoft Windows] .
    [Google Scholar]
  45. Salomon, G., and Perkins, D. N.. ( 1989;), ‘ Rocky roads to transfer: Rethinking mechanism of a neglected phenomenon. ’, Educational Psychologist, 24:2, pp. 11342.
    [Google Scholar]
  46. de Singly, F.. ( 2012), Le questionnaire: L'enquête et ses méthodes, , 3e édition., Paris:: Armand Collin;.
    [Google Scholar]
  47. Smith, B.. ( 2017;), ‘ Resources, scenarios, agency: Environmental computer games. ’, Ecozon@, 8:2, pp. 10320.
    [Google Scholar]
  48. Supercell ( 2012), Clash of Clans, Helsinki:: Supercell; [iOS and Android] .
  49. Tale of Tales ( 2013), Luxuria Superbia, Ghent:: Tale of Tales; [Android, Microsoft Windows, iOS] .
  50. Teuber, K.. ( 1995), Settlers of Catan, Stuttgart:: Kosmos; [Board game] .
  51. thatgamecompany ( 2006), Flow, Santa Monica, CA:: thatgamecompany; [Playstation 3] .
    [Google Scholar]
  52. thatgamecompany ( 2009), Flower, Santa Monica, CA:: thatgamecompan; [Playstation 3 and iOS] .
    [Google Scholar]
  53. Tiger Style ( 2012), Waking Mars, [Microsoft Windows] .
    [Google Scholar]
  54. Tlön Industries ( forthcoming), Per Aspera, Buenos Aires:: Tlön Industries; [Microsoft Windows] .
    [Google Scholar]
  55. Wandersee, J. H., and Schussler, E. E.. ( 2001;), ‘ Toward a theory of plant blindness. ’, Plant Science Bulletin, 47:1, pp. 29.
    [Google Scholar]
  56. Wetlands Restoration Facebook Game ( 2012), University of Washington (dir.), https://green.uw.edu/promote/snapshots/wetlands-restoration-facebook-game. Accessed 21 August 2019.
  57. Wolfram, S.. ( 1983;), ‘ Statistical mechanics of cellular automata. ’, Reviews of Modern Physics, 55:3, pp. 60144.
    [Google Scholar]
  58. Woolbright, L.. ( 2017;), ‘ Game design as climate change activism. ’, Ecozon@, 8:2, pp. 88102.
    [Google Scholar]
  59. Yee, N.. ( 2015;), ‘ How we developed the gamer motivation profile v2. ’, Quantic Foundry, 20 July, https://quanticfoundry.com/2015/07/20/how-we-developed-the-gamer-motivation-profile-v2/. Accessed 29 March 2019.
    [Google Scholar]
  60. Zynga ( 2009), Farmville, San Francisco, CA:: Zynga; [Android, iOS, Adobe Flash and HTML5] .
    [Google Scholar]
  61. Lelièvre, Edwige,, Rubino, Giovanni,, Summerley, Rory, and Phillips, Tim. ( 2020;), ‘ Virtual gardening: Identifying problems and potential directions for ‘ecological awareness’ through soil management and plant recognition gaming. ’, Journal of Environmental Media, 1:2, pp. 185207, doi: https://doi.org/10.1386/jem_00015_1
    [Google Scholar]
http://instance.metastore.ingenta.com/content/journals/10.1386/jem_00015_1
Loading
/content/journals/10.1386/jem_00015_1
Loading

Data & Media loading...

This is a required field
Please enter a valid email address
Approval was a success
Invalid data
An error occurred
Approval was partially successful, following selected items could not be processed due to error