Save the Planets: A Multipurpose Serious Game to Raise Environmental Awareness and to Initiate Change

Özgen, Dilay Seda
Afacan, Yasemin
Sürer, Elif
Serious games address not only entertainment purposes but also the transformations on the behaviors of their players. Serious games have recently been used in several domains, such as education, training, rehabilitation, and defense. The positive impacts of the serious games have been highly emphasized in the literature given their strong elements in motivation, a sense of progress, and a sense of purpose. Thus, this study aims to transfer these well-known strengths of serious games to environmental awareness. To do so, a life simulation-like serious game, Save the Planets, has been developed to nurture, care about, and learn from the Solar system. The game also lets the users create their own customized systems so that the aspirations and priorities of the players could be detected. To measure the immediate impact of the Save the Planets serious game, three different scales —Environmental Identity Scale, Pro Environmental Behavior Scale, and Environmental Action Scale— were applied in the pre-test and post-test evaluations of the 22 participants. The results show that the Save the Planets serious game significantly changes the proenvironmental awareness, and this serious game may be used to better inform and motivate the participants to take long-term actions.


Children's interaction and expectations in a social game environment
Inal, Yavuz; Karakus, Turkan; Çağıltay, Kürşat (2007-01-01)
The purpose of this study is to examine children's expectations from games and their interaction patterns while playing computer games. 52 children ages from 8 to 14 participated to the study. Children were allowed to play computer games according to their preferences and interact with each other in a social gaming environment. Data were collected by observing children and taking notes to capture their interaction patterns. Also semi-structured interviews were conducted to examine their expectations from co...
Raising Awareness Through Games: The Influence of a Trolling Game on Perception of Toxic Behavior
Komaç, Gökçe; Çağıltay, Kürşat (Springer, London/Berlin , 2021-07-01)
The use of video games for purposes other than entertainment has becomean appealing area of research. In recent years, games have become actors that supportsocial and political change by raising awareness, i.e., persuasive games. In this study,we focus on a persuasive game that portrays toxic online behaviors, often consideredas trolling: spamming, flaming, trash-talking, misdirection and using offensivelanguage. To observe the influence of a trolling game that we designed as a tool forraising awareness abo...
Coordination with indirect messages in the stag-hunt game
Büyükboyacı Hanay, Mürüvvet İlknur; Küçükşenel, Serkan (Orta Doğu Teknik Üniversitesi (Ankara, Turkey), 2017-8)
We theoretically investigate the effect of allowing one-sided communication with costless indirect messages on stag-hunt game outcomes. Since Heinemann et al. (2009) show that players who avoid risk also avoid strategic uncertainty, we chose a sender's level of risk aversion as the indirect message. We show that if both sender and receiver interpret the message content similarly, it is possible that they end up either on the risk-dominant or on the payoffdominant equilibrium. We also show that players i...
Short-term modification of sleep-wake habits by gamification: a user study
İlhan, Ayşe Ezgi; Şener Pedgley, Bahar; Hacıhabiboğlu, Hüseyin; Department of Modeling and Simulation (2015)
Gamification is used as a tool to persuade and motivate people to achieve hard-to-perform tasks through the use of game mechanics. It can help to change people’s habits in a positive direction, thus to get subjective well-being in the long run. Sleep-wake behaviors are important determinants of a day-to-day well-being. Management of sleep-wake habits of individuals is a potential area that can benefit from gamification. This study aimed to find out whether it was possible to modify sleep-wake habits using g...
Designing and implementing a game development framework for interactive stories and role playing games
Bayyurt, Ozan Emirha; Sahillioğlu, Yusuf; Department of Multimedia Informatics (2019)
Video games are a great medium for storytelling. Taking advantage of this quality is, however, harder than it needs to be. Making role-playing games takes too much time and work on the part of game developers. Existing tools to develop such games, unfortunately, focus more on already proven design features and mostly duplicate the same game mechanics. This thesis proposes a game development framework to offer a solution to help game developers to build role-playing games in a much easier and quicker fashion...
Citation Formats
D. S. Özgen, Y. Afacan, and E. Sürer, “Save the Planets: A Multipurpose Serious Game to Raise Environmental Awareness and to Initiate Change,” 2020, Accessed: 00, 2020. [Online]. Available: