2017
DOI: 10.1016/j.jclepro.2017.04.069
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Teaching sustainability to a broad audience through an entertainment game – The effect of Catan: Oil Springs

Abstract: In order to attain a truly sustainable society it is necessary for people to make 'the sustainable choice' in daily life, business and governance. Instrumental in increasing the awareness and understanding about sustainability issues and improving people's behaviour regarding sustainability issues is sustainability education. However, sustainability education is not yet widespread and is found to not always be effective in tackling people's behavioural aspects regarding sustainability issues. This paper addres… Show more

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Cited by 51 publications
(40 citation statements)
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References 24 publications
(24 reference statements)
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“…From anecdotal evidence received via social media, email communication, and other channels, the authors know that it has been played and enjoyed several hundred times, and that in playing the game the gamers have also engaged in dialogue around global warming both at and away from the tabletop. However, in order to fully measure the impact of the game in developing this dialogue, a further study would be needed, which is beyond the scope of the work presented here (for the interested reader, Chappin, Bijvoet and Oei [2017] give a detailed account of how this might be achieved with regards to the teaching of sustainability issues). A further limitation of this study arises from the bias of the playtesters, and in particular a failure to specifically playtest with people that initially self-identified as being either climate change deniers or else agnostic about the negative effects of anthropogenic global warming.…”
Section: Discussionmentioning
confidence: 99%
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“…From anecdotal evidence received via social media, email communication, and other channels, the authors know that it has been played and enjoyed several hundred times, and that in playing the game the gamers have also engaged in dialogue around global warming both at and away from the tabletop. However, in order to fully measure the impact of the game in developing this dialogue, a further study would be needed, which is beyond the scope of the work presented here (for the interested reader, Chappin, Bijvoet and Oei [2017] give a detailed account of how this might be achieved with regards to the teaching of sustainability issues). A further limitation of this study arises from the bias of the playtesters, and in particular a failure to specifically playtest with people that initially self-identified as being either climate change deniers or else agnostic about the negative effects of anthropogenic global warming.…”
Section: Discussionmentioning
confidence: 99%
“…Therefore we encourage our consumers and trade customers to employ our IP freely for personal use. [Catan, 2019] Catan, a game already the subject of much academic work (including discussions of sustainability [Assadourian and Hansen, 2011;Chappin, Bijvoet and Oei, 2017], artificial intelligence [Chaslot et al, 2008], and colonialism [Veracini, 2013] ) was also chosen for its thematic fit (it is about the settling of a new land) and the way in which it embeds player interaction into its core game mechanics. There are also a number of expansion and scenario packs that have previously been developed for Catan, which further demonstrate its popularity and accessibility and which confirmed the viability of modifying the base game for our purposes.…”
Section: Game Designmentioning
confidence: 99%
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“…However, taking into account the fact that city resilience is a complex concept, even with the development of tools such as maturity models, decision-makers are still requesting tools that enable them to train themselves in the resilience-building process. In this sense, the serious game has been defined as an effective tool for teaching, motivating and simulating decisions [40][41][42][43][44]. Serious games are defined as "applications using the characteristics of video or computer games to create engaging and immersive learning experiences for delivering specified learning goals, outcomes and experience" [45].…”
Section: State Of the Artmentioning
confidence: 99%
“…Dado que los hallazgos narrativos de este estudio, no remiten solo a vivencias primarias de la infancia de los participantes, sino a una transversalidad de experiencias e información capitalizada por ellos para fundamentar su actuar, resulta relevante interpelar al mismo entorno académico-universitario (Giraldo-Mejía & Vara-Horna, 2018), para analizar los procesos de educación superior y los contenidos axiológicos y reflexivos sobre los cuales se forman los futuros empresarios y profesionales para la sociedad. En asociación con esta interpelación y con la teoría revisada sobre el pensamiento sistémico vinculado a la conciencia de sostenibilidad (que indica que esta modalidad de pensamiento puede educarse y enriquecerse a lo largo de la vida) (Chappin, Bijvoet, & Oei, 2017), sería importante entonces preguntarse por las condiciones de intervención que se pueden llevar a cabo desde entornos educativos diversos, en diferentes etapas del desarrollo, para fomentar el APS que conlleve al empoderamiento y la acción social.…”
Section: Discusionesunclassified