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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Untitled Bee Game: Be(e)ing mean to learn more about eco- sustainability</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Federico Bonetti</string-name>
          <email>fbonetti@fbk.eu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Simone Bassanelli</string-name>
          <email>sbassanelli@fbk.eu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonio Bucchiarone</string-name>
          <email>bucchiarone@fbk.eu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Federica Gini</string-name>
          <email>fgini@fbk.eu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Annapaola Marconi</string-name>
          <email>marconi@fbk.eu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Fondazione Bruno Kessler</institution>
          ,
          <addr-line>Povo (TN)</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Trento</institution>
          ,
          <addr-line>Trento</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <fpage>159</fpage>
      <lpage>169</lpage>
      <abstract>
        <p>The contemporary era witnesses a concerning rise in unsustainable practices, particularly evident in the staggering accumulation of plastic pollution and the detrimental impacts of non-eco-friendly elements on soil and aquatic ecosystems. These human-induced actions contribute to biodiversity decline, especially affecting crucial pollinators like wild bees, essential for sustaining the planet's life support systems. This paper explores the development and evaluation of a 3D serious game, named "Untitled Bee Game", to foster positive behavioral change toward eco-sustainability, by delivering knowledge in an engaging and enjoyable manner. The paper presents the design and development of the game, the results of a usability test, and an experiment conducted to evaluate it. While the initial usability test yielded suboptimal results, valuable feedback informed subsequent improvements, resulting in an overall enjoyable experience for users. The main experiment demonstrated the game's effectiveness in facilitating effective learning, with encouraging quiz results indicating increased awareness of eco-sustainability concepts among players. Participants also expressed a willingness to continue learning about eco-sustainability.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Serious game</kwd>
        <kwd>learning</kwd>
        <kwd>gameful system</kwd>
        <kwd>behavior change</kwd>
        <kwd>eco-sustainability1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        In the contemporary era, the pivotal factor influencing
the rise and persistence of environmental challenges is
human behavior [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In fact, human action is making great
changes within the ecosystem and the climate through
numerous unsustainable behaviors [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        Every year, about 25% of the plastic we produce,
which equates to a staggering 80.5 million tons, ends up
in our environment, making plastic a pervasive
environmental pollutant [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ]. Moreover, the use of
noneco-friendly elements, such as most detergents, causes
enormous problems, including soil structure
deterioration, with detrimental consequences for plant
well-being [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], and eutrophication, which results from the
discharge of detergents into water bodies, leading to
depletion of dissolved oxygen levels in the water, which
can be harmful to aquatic organisms such as fish,
seaweed, corals and other aquatic life.
      </p>
      <p>
        Human action —e.g. urbanization, light pollution,
chemical pollution, plastic pollution, deforestation, noise
pollution, and air pollution [
        <xref ref-type="bibr" rid="ref6 ref7 ref8">6, 7, 8</xref>
        ]— is therefore
producing a decrease in terms of biodiversity,
      </p>
      <p>
        0000-0002-1884-6798 (F. Bonetti); 0000-0001-6061-8169 (S.
Bassanelli); 0000-0003-1154-1382 (A. Bucchiarone);
0000-0003-34273747 (F. Gini); 0000-0001-8699-7777 (A. Marconi)
© 2024 Copyright for this paper by its authors. The use permitted under Creative
Commons License Attribution 4.0 International (CC BY 4.0).
contributing to the decline of some species, especially
pollinators, such as wild bees [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Bees play a pivotal role
in delivering a spectrum of ecosystem services that not
only enhance human well-being but also sustain the
fundamental life support systems of our planet [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
These ecosystem services are inherently aligned with the
pursuit of global sustainable development goals [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. This
underscores the necessity for a fundamental
transformation in people’s conduct [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. It is imperative to
replace practices such as consumerism, wasteful
resource utilization, environmental degradation,
contamination, selfish and unjust behaviors with
sustainable habits, using the world’s resources in ways
that will allow human beings to continue to exist on Earth
with an adequate quality of life [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. With the continuous
upgrading of educational technology, gameful systems,
known for being highly motivating, have often been
implemented to promote behavior change approaches or
to support positive behaviors [
        <xref ref-type="bibr" rid="ref12 ref13">12, 13</xref>
        ] in different
domains, such as transportation and mobility [
        <xref ref-type="bibr" rid="ref14 ref15">14, 15</xref>
        ],
health, well-being and physical exercise [
        <xref ref-type="bibr" rid="ref16 ref17">16, 17</xref>
        ],
ecosustainability awareness and pro-environment behaviors
[
        <xref ref-type="bibr" rid="ref13 ref18">18, 13</xref>
        ], culture and tourism [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], and so forth. Overall,
gameful systems present a reliable approach to
enhancing and encouraging users to engage in the
desired behavior, potentially fostering environmental
protection. In fact, some investigations concentrating on
the connection between video games and ecological
knowledge have demonstrated noteworthy quantitative
outcomes. In particular, there is a notable increase in
players’ motivation to grasp ecological concepts through
video games [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ].
      </p>
      <p>We therefore developed a serious game called
Untitled Bee Game2, in which players have the goal of
discouraging non-player characters (NPCs) from engaging
in specific non-eco-sustainable behaviors while learning
notions related to pollution through dialogue with
flowers. The long-term goal of the game is to foster
positive behavioral change in terms of eco-sustainability,
by providing knowledge in an engaging and enjoyable
manner. To assess the game’s usefulness and qualities,
we formulated the following research questions:</p>
      <p>RQ1. To what extent was the game perceived by the
players as playful and meaningful?</p>
      <p>RQ2. How would learning and perceived learning be
affected by this game?</p>
      <p>RQ3. What design directions should be taken in
developing and improving such a game? In this paper, we
present the design, development, and evaluation related
to the use of Untitled Bee Game.</p>
      <p>In Section 2 we present a brief overview of video
games and serious games related to raising awareness of
environmental issues; then, we present the design and
development of Untitled Bee Game. In Section 3, we
describe the design and development procedure to reach
the final version of the game. In Sections 4 and 5, we
present the questionnaires and the methods for both
usability and experimental analyses, and then the results.
In Section 6, we discuss the findings after the analysis.
Finally, in Section 7, we conclude the paper and present
the future work needed to improve the game, as well as
some recommendations for future research.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Background and related work</title>
      <p>Before starting the design phase, we analyzed
commercial video games, and serious games used to raise
players’ awareness of eco-sustainability and biodiversity
issues, or to teach about eco-sustainable behaviors in the
real world.</p>
      <sec id="sec-2-1">
        <title>2.1. Pro-environment video games</title>
        <p>
          In recent years, an increasing number of video games
have been used to increase users’ environmental
awareness. These include Terra Nil3, Donut County4 [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ],
Factorio5, Arma 36 [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ], and Animal Crossing: New
Horizons7 [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. Despite being commercial video games,
many of these games present elements of environmental
or biodiversity awareness simply because of the setting,
storytelling, mechanics, or dynamics of the game.
2 The full game can be downloaded here: https://osf.io/
eznjw/?view_only=9cf4572c4b1e41e3a39be622a9ab433d
3 https://www.terranil.com/
4 http://donutcounty.com/
5 https://www.factorio.com/
        </p>
        <p>
          In some commercial video games, the ecological
component is pivotal and the educational purpose is part
of the design itself. In this case, however, the goal of
teaching something to players may also result in a less
playful system [
          <xref ref-type="bibr" rid="ref23 ref24">23, 24</xref>
          ] and a weaker flow experience
[
          <xref ref-type="bibr" rid="ref25">25</xref>
          ]. In recent years, numerous video games have been
developed with this purpose in mind —such as Eco8 [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ],
Plasticity9 [
          <xref ref-type="bibr" rid="ref26 ref27">26, 27</xref>
          ], and Bee Simulator10. These games,
which thus have some characteristics of serious games
while remaining commercial, present a more complicated
design procedure. Indeed, designing video games with a
well-defined purpose seems to be rather challenging. The
priority given in the development to the eco-sustainable
awareness component could lead these games to lack the
playful impact and the flow experience [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ] that users
often seek in commercial video games [
          <xref ref-type="bibr" rid="ref23 ref24">23, 24</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Pro-environment serious games</title>
        <p>
          The use of serious games has proven to be a useful
element in promoting environmentally sustainable
behaviors [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ], and climate change awareness [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ].
Madani et al. [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ] compiled a survey of serious games
(both digital and physical) used in the context of tackling
environmental challenges and awareness raising on
ecosustainability. The authors report that the use of serious
games can increase motivation and engagement, with
beneficial effects on desired outcomes (i.e.,
environmental awareness); however, the effectiveness of
games is not universal for educational purposes, it
depends on the design and components of each game
and, for this reason, it is difficult to assess the accuracy of
the findings. An interesting example of a serious game is
Energy Chickens [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ]. In the game, virtual chickens are
graphically manipulated to reflect the power
consumption of the device running the game. The game
was found to contribute to being more energy conscious
and the participants’ energy consumption decreased by
13%. Several serious games exist that are focused on city
management [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ], such as EnerCities [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ], where players
can manage different energy strategies for their city by
choosing between fossil and renewable sources. In the
field of VR games, [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ] propose an immersive experience
(Climate Connected: Outbreak) to engage players in the
topic of climate change, which was found to foster
learning and positive attitudes related to climate change.
        </p>
        <p>
          In the literature taken into consideration, to the best
of our knowledge, there do not seem to be relevant
examples in terms of complex worlds and gameplay
inspired by mainstream 3D games that also employ large
amounts of text. Some examples exist that try to achieve
this result in a 3D environment with heavy use of text, in
the field of cyberbullying prevention [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ], where
offensive text (to be erased or changed by players) is
included in the form of messages from the characters or
graffiti. It was important that the teaching came from
virtual characters to merge it more naturally with the
game environment. We looked at existing commercial
6 https://arma3.com/
7 https://animalcrossing.nintendo.com/
8 https://play.eco/
9 https://plasticitygame.wixsite.com/about
10 https://beesimulator.com/
games to find mechanics that could fit well with teaching
eco-sustainability facts to foster behavior change. In the
next sections, we discuss the inspiration for the game and
the design choices that were made during the
development of Untitled Bee Game.
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Design frameworks for serious games</title>
        <p>
          Serious games and gamification present a more
complicated design procedure than video games, since
they are designed with a clear serious purpose. For this
reason, not all gameful systems and serious games are
effective [
          <xref ref-type="bibr" rid="ref36 ref37">36, 37</xref>
          ]. For a purpose-consistent design and
effectiveness of these tools, numerous design
frameworks and procedures have been developed and
adopted [
          <xref ref-type="bibr" rid="ref38 ref39 ref40">38, 39, 40</xref>
          ]. Design approaches can follow
different perspectives: user-centered,
technologycentered, game-centered, and context-centered [
          <xref ref-type="bibr" rid="ref38 ref40 ref41">38, 40,
41</xref>
          ]. Some of these methodologies present collections of
game elements that help the designer keep track of game
choices [
          <xref ref-type="bibr" rid="ref42">42</xref>
          ], while others are more complex
methodologies that provide more of a guideline for the
design [
          <xref ref-type="bibr" rid="ref29 ref43">29, 43</xref>
          ], and also for the next steps [
          <xref ref-type="bibr" rid="ref41">41</xref>
          ].
        </p>
        <p>
          Many frameworks are based on developments of
preexisting models: for instance, the works of [
          <xref ref-type="bibr" rid="ref44">44</xref>
          ] and [
          <xref ref-type="bibr" rid="ref45">45</xref>
          ]
trace their roots to the MDA model [
          <xref ref-type="bibr" rid="ref46">46</xref>
          ]. This model
strives to amalgamate game design, development,
critique, and technical game research by presenting a
structural approach to understanding games. The
pioneering 6D model by [
          <xref ref-type="bibr" rid="ref47">47</xref>
          ] has inspired numerous
authors to create additional design frameworks (see [
          <xref ref-type="bibr" rid="ref48 ref49 ref50 ref51">48,
49, 50, 51</xref>
          ]) or adapt it in different contexts (see [
          <xref ref-type="bibr" rid="ref52 ref53">52, 53</xref>
          ]).
However, although possible design options are
numerous, few design frameworks or procedures have
been used or studied consistently. Specifically, few
frameworks have been used to design tools promoting
behavior change or climate change awareness. Among
the few frameworks for climate change awareness, in
[
          <xref ref-type="bibr" rid="ref34">34</xref>
          ], the authors specifically provide guidelines for
serious games about climate change, including, among
others, adapting game design to the characteristics of the
users, involving users actively, and presenting content in
new ways to aid learning.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Design and development</title>
      <p>
        Untitled Bee Game (henceforth UBG) borrows its title and
mechanics from Untitled Goose Game11, a 3D puzzle
game for computers and consoles. Untitled Goose Game
is part of a rather recent video game genre that could be
defined as “animal mayhem games” [
        <xref ref-type="bibr" rid="ref54">54</xref>
        ]. These games let
players control animals that wreak havoc and punish
human beings, generally relying on humor and disruptive
game mechanics. Other such games are, for example,
Goat Simulator12 and DEEEER Simulator13. This strand of
games seems appropriate to focus on the theme of
sustainability and environmental preservation: they shift
11 https://goose.game
12 https://www.goatsimulator3.com/it
13 https://playism.com/en/game/deeeer-simulator/
the point of view from humans to animals and let players
correct or condemn human behavior as an external
observer. This choice was also dictated by the scarcity of
perspective change examples in the literature concerning
serious games for sustainability, in the face of a relative
abundance of such an approach in entertainment games.
Moreover, the proposed perspective shift can be put in
relation with recent literature that deals with the
abandonment of anthropocentrism, in the context of a
posthuman turn that views ecology and climate change
from a non-human/other-than-human standpoint [
        <xref ref-type="bibr" rid="ref55 ref56 ref57">55,
56, 57</xref>
        ]. We also suspect that carrying out hostile in-game
actions as a human instead of an animal could potentially
have negative educational consequences. The game
might be thought to suggest that it is advisable to be
hostile to peers who do not follow virtuous behavior.
      </p>
      <p>
        The core mechanic of Untitled Goose Game consists
of playing tricks on, and stealing objects from, human
non-playing characters (NPCs) to disturb their daily
activities. Albeit relying on such a simple mechanic, the
game managed to sell one million copies in three months
[
        <xref ref-type="bibr" rid="ref58">58</xref>
        ]. In addition, its simple, toon-shaded low-poly 3D
graphics make for the ideal style for rapid prototyping
and development.
      </p>
      <p>Although there is a clear similarity with Bee Simulator
(see Section 2.1), the mechanics did not play a particular
role in the design of UBG, although it may be used as a
model in the future to add new features.</p>
      <sec id="sec-3-1">
        <title>3.1. UBG game design</title>
        <p>
          As a "game with a purpose", we carefully designed the
game from the contextual information and purpose. We
relied on the GamiDoc design framework [
          <xref ref-type="bibr" rid="ref41">41</xref>
          ] to write a
game design document14 that would allow the team to
communicate and at the same time, keep track of the
development in relation to the purpose. The game had no
specific target and was inspired by a simple, cartoon
graphic style (used in Untitled Goose Game itself) that
could be found pleasurable across different genders and
ages. The target of the experiments, however, was adults.
        </p>
        <p>The idea behind UBG is to explore the potential of
immersing players in a 3D virtual world inspired by recent
commercial games, with NPCs reacting to the avatar’s
actions, to foster novel gameful interactions for learning
and positive behavior change.</p>
        <p>
          UBG lets players control a bee in a small town (see
Figure 1). We selected a bee because of the importance
of bees in the environment [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. Indeed, facts about bees
are part of the learning content of the game, which
players are quizzed on. This choice also brought about
advantages under the technical aspect of the
implementation, such as having to deal with simpler
animations. Imitating commercial games may imply
adopting control schemes that are a bit difficult to
master. Therefore, at the beginning of the game, players
are asked to select the control style they prefer: overhead
camera or free camera. In both schemes, players control
the bee in the third person, but in the latter, they can also
14 The game design document can be retrieved here along with the
documents used for the textual content:
https://osf.io/eznjw/?view_only=9cf4572c4b1e41e3a39be622a9ab433d
rotate the camera (and the bee) freely in all directions.
The overall objective is to dissuade the NPCs from
pursuing certain behaviors. If correct actions are taken by
the player, the garden (a small area where flowers can
appear) and the river are influenced: the garden
produces flowers and more fish come to the river.
        </p>
        <p>Two NPCs were implemented. The first one wastes
plastic bottles, while the second one uses polluting
substances to wash her car. An icon above the head of
the NPCs shows the player what behavior is being
pursued. If it is a damaging behavior, players must sting
the NPC or drop rubbish on their head. Stinging can be
performed at any time, even if the behavior shown by the
NPC is already correct. Therefore, we differentiate
between two stinging actions the player can perform:
correct and incorrect stinging. The game plays different
sounds accordingly. If correct stinging is performed, new
flowers appear in the garden and new fish appear in the
river. Once a flower has appeared, players can interact
with it and read facts about the three topics (see Figure
2), one paragraph at a time, shown in a classic video game
message box. Once a knowledge paragraph has been
unlocked, it becomes possible to read it again in the
pause menu.</p>
        <p>As a side mechanic, players may also pick up and
recycle the rubbish they find. This grants them one
additional fish. In addition, rubbish can be thrown at
NPCs instead of stinging them to obtain the same effect.
If players do not do anything for a certain amount of time,
fish start to disappear.
the virtual environment better and more lively. The
mechanics of UBG are still rather simplistic, allowing as
many participants as possible to complete the
experiment without too much effort. Apart from a couple
of side mechanics, the task is rather straightforward. We
discuss future implementations in Section 7.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Tools and resources</title>
        <p>UBG was developed using Unity3D15, an
industrystandard environment in the field of video game
development. Some of the 2D resources and images were
found on Adobe Stock16, while others were created
adhoc. The 3D models were either found in the Unity Asset
Store17 and Quaternius.com18 or created using Blender19,
a popular 3D modeling tool. The music was either created
ad hoc or found online for free20.</p>
        <p>All the text presented in the game and the quiz
questions were created following an extensive literature
search on the topic. Following an initial analysis, the final
data were selected on the basis of their association with
player and NPC behaviors within the game.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Methods</title>
      <sec id="sec-4-1">
        <title>4.1. Data collection method</title>
        <p>Prior to deploying the game and administering it to
the participants, we created a REST API based on a
Mongo21 database that communicated with the game
during the sessions. For this reason, players were asked
to remain connected while playing. We collected the
following information in JSON format: i) a game ID; ii) the
number of times each NPC was stung; iii) the number of
correct actions; iv) the number of incorrect actions; v) the
quiz scores; and vi) the paragraph reading times.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Participants and procedure</title>
        <p>Players were mainly recruited in Italian university
facilities (University of Trento, University of Verona, and
University of Turin) and there were no exclusion criteria
except being underage. Recruitment requests were
circulated by two lecturers among bachelor students
primarily. They could choose between a browser-based,
a Mac, and a Windows version. They were both Italian
and English speaking and it was possible for them to
change the game language at the beginning of the game.
The procedure consisted of playing for approximately 20
minutes and responding to an online questionnaire. The
game assigned a random alphanumeric ID to each player
to be entered in the final questionnaire, which granted
complete anonymity. The procedure was employed in
two phases: the usability test and the main experiment.
The main differences were (i) the version of the
prototype, and (ii) the content of the final questionnaire,
19 https://www.blender.org/
20 https://audionautix.com/
21 https://www.mongodb.com/
administered after the post-session quiz, as described
below.</p>
        <p>Game session. Players could play a desktop or a web
version of the game. After being shown their ID, they
were taken to the initial quiz (pre-test) where they could
express a choice among 4 to several questions related to
eco-sustainability to establish a baseline of knowledge
about sustainable behavior. This quiz established a
baseline for each participant. After the initial quiz, players
had to complete a brief tutorial about the game
commands and mechanics. Then they could start
exploring the environment and stinging the humans
showing undesirable behavior. In so doing they earned a
fish and a flower, and then had to pollinate a flower to
reveal a new fact. After revealing a certain number of
facts, players were taken to the second quiz (post-test)
with an additional 4 questions on the same topics as the
initial one.</p>
        <p>The content and order of the questions in the two
quizzes were the same for all participants, both in the
usability test and the experimental phase. Accordingly,
the eco-sustainability facts were shown to all players in
the same order. The game informed players about
whether their answer was correct or incorrect, and in the
latter case it also displayed the correct one. However, the
pre-test and post-test quizzes presented radically
different questions to prevent users from answering
correctly based on the previous answers.</p>
        <p>
          Usability test design. To collect usability data, we
used the System Usability Scale (SUS), which had to be
filled out at the end of the game. The choice of using this
tool stems from its reliability and its widespread use for
usability studies [
          <xref ref-type="bibr" rid="ref59">59</xref>
          ]. Moreover, we added the item "Do
you have any suggestions, feedback, comments that can
help us in improving the game?" to collect more detailed
information about possible improvements in the game.
We recruited N=9 participants (female = 4; male = 5) and
had them play the first version of the prototype, where
they had to unlock 16 flowers and answer 16 quiz
questions in total (8 pre-session and 8 post-session). Each
participant tried the game through the web or desktop
version and answered the online questionnaire on
Google Form22. Data in the literature [
          <xref ref-type="bibr" rid="ref60">60</xref>
          ] suggest that for
usability studies a sample size of 10 ± 2 is recommended
to detect at least 80% of usability problems. During the
usability data collection, we still collected data on
playfulness, meaningfulness, and learning perception to
check whether usability could in any way negatively
affect these aspects. Hence, we selected some items
from reliable questionnaires: Q1-"This game gives me an
overall playful experience" from the playfulness
dimension of the GAMEFULQUEST [
          <xref ref-type="bibr" rid="ref61">61</xref>
          ], Q2-"I think this
was an important activity" and Q3-"I believe this activity
has been beneficial to me" from the value/usefulness
dimension of IMI [
          <xref ref-type="bibr" rid="ref62">62</xref>
          ], and Q4-"The game contributed to
teach me some of the most relevant environmental
issues" from the perceived learning dimension of
MEEGA360 [
          <xref ref-type="bibr" rid="ref63">63</xref>
          ]. We then interviewed the participants in
a think-aloud session.
        </p>
        <p>Experimental design. We recruited N=28 participants
(age:  = 26.62;  = 8.80; 13 identified as female, 15
22 https://www.google.it/intl/it/forms/about/
identified as male), among which N=18 completed the
game, and N=24 completed the final questionnaire, of
which N=14 completed both the game and the final
questionnaire. In this phase, players were administered a
refined version of the prototype, where many things
were changed according to the previous round of
feedback. In particular, the number of paragraphs to read
and the number of quiz questions were both lowered to
12 in total. After playing the game, participants had to fill
out a questionnaire where they were asked to provide: (i)
demographic information and gaming habits; (ii) an
informal assessment of the degree of sustainability of
their behavior; (iii) engagement and value provided by
the game by using the items from the GAMEFULQUEST,
the IMI, and the MEEGA360 described above, and two
more items —Q5-"Thanks to the game, I am likely to
inquire about how to adopt other sustainable behaviors
in the future" and Q6-"Thanks to the things learned in the
game, I am likely to adopt more sustainable behaviors in
the future"— created ad-hoc to assess how much the
game may have influenced users to become informed
about environmental issues and adopt environmentally
sustainable behaviors in the future. All the materials were
available both in English and Italian.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Results</title>
      <p>We report here both the results from the usability test
(expressed mainly in terms of SUS scores and feedback
received) and the main experiment.</p>
      <sec id="sec-5-1">
        <title>5.1. Usability test</title>
        <p>
          The game’s SUS overall score (62.2) was below the set
threshold for a good level of usability (68), indicating
marginal usability; hence, additional improvements were
needed [
          <xref ref-type="bibr" rid="ref64">64</xref>
          ]. For an exhaustive overview of SUS results,
see Table 1.
        </p>
        <p>Questionnaire results. The results of the additional
items have identified that during this first application, not
all users found the game completely entertaining (Q1 
= 3.33,  = 1.11,  = 4). However, they recognized its
educational power and its importance (Q2  = 3.44, 
= 1.01,  = 4; Q3  = 3.66,  = 1.11,  = 4; Q4 
= 3.88,  = 0.78,  d = 4).</p>
        <p>Feedback comments. At least one participant (U1)
found that the game showed too much text. Therefore,
we lowered the number of flowers to 12. This meant less
text to read (12 facts instead of 16) and less playtime.
Three participants (U3, U4, U8) mentioned that the
objective was not completely clear or that the icons were
difficult to interpret. A participant wrote that they would
have liked to know how important it was to read the
flower facts (U1). This would have allowed them to
answer more correctly to the final quiz. As a solution, we
added a summary of the objectives in the pause menu.
Another participant (U9) mentioned the difficulty of
understanding interactions with fish within the game. We
therefore decided to specify this more clearly. The
controls were a bit difficult for at least two participants
(U3, U7). This led us to offer a choice to the players at the
beginning, asking which control scheme they preferred.
However, one participant (U1) liked how they worked.
Finally, one participant (U7) stated that the background
music was a bit annoying. This stresses the importance of
giving players an option menu to personalize the
experience.</p>
        <p>Think-aloud session. After the usability testing, we
interviewed the participants informally in a think-aloud
session to gather additional feedback. There were several
points that were raised in this session that had not
emerged as part of the written comments. We
summarize the main topics that emerged during the
think-aloud session in Table 2 as coded comments. The
table includes both suggestions that were later
implemented into the game and those that were not,
followed by an explanation.</p>
        <p>The suggestion “Add flowers to encourage
exploration” was not followed because the game only
allows to unlock flowers in a dedicated area to optimize
the traveling time and the experiment duration, but will
be considered in the future; “Add a deeper narrative”
was not followed because, as mentioned, the game was
optimized to be completed in a reasonable amount of
time, so we have not yet included a story behind the
characters or the avatar, but it is a direction for future
work.</p>
        <p>Coded comments Added
Add a progress bar for the quizzes Yes
Make tutorial more visual Yes
Include recycling mechanics Yes
Make it easier to unlock more fish Yes
Add flowers to encourage exploration No
Add a deeper narrative No
Table 2: Suggestions from the think-aloud session,
with an indication as to whether they were followed.</p>
      </sec>
      <sec id="sec-5-2">
        <title>5.2. Experiment</title>
        <p>What follows is a summary of the results obtained with
the main experiment, conducted after the usability test.
We proceed to describe and analyze the data obtained
23 https://posit.co/
from the questionnaire, the change in quiz performance
in pre-test and post-test, and the feedback received at
the end.</p>
      </sec>
      <sec id="sec-5-3">
        <title>5.2.1. Questionnaire results</title>
        <p>All the analyses were conducted using RStudio23 (version
2023.03.0). Among the participants, N = 24 answered the
questionnaire. The results (Figure 3) show an overall
positive evaluation of the tool. Answers were given on a
5-point Likert-type scale ranging from strongly disagree
to strongly agree (See Table 3). Most of the players found
the game playful (63%); however, a few subjects thought
the game was not playful, indicating the need to bring
changes to the game in the future (12%). Interestingly,
almost all the players found the game meaningful (96%
and 83% to Q2 and Q3 respectively), probably because of
the importance of the themes it dealt with, and they felt
they learned something from the experience (Q4 positive
results = 88%). Lastly, 58% of the players reported the will
to inquire (Q5) and then adopt other sustainable
behaviors in the future thanks to the game (Q6). We then
ran a linear regression to analyze whether the expressed
playful level could be explained by users’ prior experience
with video games. The results show no correlation
between the two variables ( ² = −0.07,  1,12 =
0.14,  &gt; 0.05), suggesting that the game is equally
perceived despite users’ experience with video games. To
assess whether the meaningfulness and playfulness of
the game, and the perceived learning were conveyed by
the amount of information read, we ran some linear
regressions between the reading time and the
playfulness value (Q1), the interaction of the items
related to meaningfulness (Q2 and Q3), and the
perceived learning (Q4). The results show that no
correlation occurred between the reading time and the
expressed game meaningfulness ( ² = 0.58,
 1,12 = 2.54,  &gt; 0.05), and playfulness ( ² =
−1.82,  1,12 = 0.301,  &gt; 0.05). The analysis showed a
significant relationship between reading time and
perceived learning ( ² = 1,  1,12 = 5.79,  &lt;
0.001).</p>
        <p>Q6 8%
Q5 17%
Q4 4%
Q3 4%
Q2 4%
Q1 12%
33%
25%
8%
12%
0%
25%
58%
58%
88%
83%
96%
63%
100 50 Perce0ntage 50 100
Response Strongly disagree Disagree Neither agree nor disagree Agree Strongly agree
Figure 3: An overview of the users’ answers to the
5point Likert-type items (Q1-Q6) in the questionnaire.</p>
      </sec>
      <sec id="sec-5-4">
        <title>5.2.2. Quiz score improvement</title>
        <p>
          Among the participants, N = 18 completed an entire game
session, and did the post-test quizzes. To answer RQ2, we
investigated the difference in scores between the
pretest and post-test quizzes. The post-test quiz obtained
generally higher scores ( = 4.55;  = 1.46;  = 5)
than pre-test one ( = 3;  = 1.23;  = 2.5). At first
glance, it was possible to see that only 5 players did not
get an improvement, of which 4 maintained the same
score, and only one had a lower score. We then analyzed
whether these differences in users’ answers before and
after the use of the game were significant. A Shapiro-Wilk
test was conducted, indicating that the two distributions
of both variables differed from the normal distribution
(Pre:  = 0.79,  = 0.001; Post:  = 0.83,  = 0.005).
Considering this result, we opted for a non-parametric
test. We then performed a one-tail Wilcoxon signed-rank
test [
          <xref ref-type="bibr" rid="ref65">65</xref>
          ] ( = 11,  &lt; 0.005) and found a statistically
meaningful disparity in the results at the in-game
ecosustainability questionnaire before and after playing the
game. Effect size calculation ( = 0.49), which for the
Wilcoxon signed-rank test is based on the formula  =
 ⁄√ [
          <xref ref-type="bibr" rid="ref66">66</xref>
          ], suggested a moderate magnitude of the
effect [
          <xref ref-type="bibr" rid="ref67">67</xref>
          ]. The post-game results are not explained by
the subjects’ prior experience with video games
( ² = 0.02,  1,12 = 1.32,  &gt; 0.05) or the flower
reading time ( ² = 0.76,  1,16 = 4.49,  &gt; 0.05).
        </p>
        <p>Quiz</p>
        <p>Pre</p>
        <p>Post
6
lt4
s
u
s
e
R
2</p>
        <p>Pre</p>
        <p>Post</p>
        <p>Quiz
Figure 4: A boxplot showing the pre-test and post-test
scores on the eco-sustainability quizzes, taken at the
beginning and at the end of the game session. There
were 6 questions in each quiz.</p>
      </sec>
      <sec id="sec-5-5">
        <title>5.2.3. Feedback comments</title>
        <p>We were able to extract a substantial number of
comments from the feedback collected with the final
questionnaire, which helped us answer RQ3. We
conducted a thematic analysis by coding all feedback
manually under macro-themes. We summarize the
comments here, grouped by theme. In Table 4, we
provide a detailed breakdown of the main comments
grouped by participants.</p>
        <p>Coded comments Participant IDs
There should be additional areas E1, E2, E4
Exploration is not encouraged E7
Text is too verbose E6, E11, E14, E16
Text is too formal E6, E10, E18
There should be a voiceover E3, E13, E16
The font is not very readable E18, E20, E24
The game is fun/a nice experience E6, E11, E19
Playing as a bee is interesting E16
Stinging humans is fun/satisfying E9, E18
Input controls are easy E6
Input controls are difficult E10, E16, E17,
E19</p>
        <p>Table 4: Suggestions from the experimental session,
with an indication as to which participant provided them.</p>
        <p>T1. Repetitiveness: E1, E2, and E4 mentioned that
they would have liked to have different areas to explore
and to find flowers in. This mirrored what emerged
during the usability testing. E7 also mentioned that the
positioning of the garden and the humans may be
exploited to take shortcuts as the mechanics do not
encourage exploration. T2. Text style and length: many
users expressed that they would have liked to read less
or simplify the text. E6, E11, E14, and E16 found that the
text was too verbose. E6, E10, and E18 stated that they
would have liked less formal language. T3. Voice over:
this theme is largely connected to Theme 2. In particular,
E3, E13, and E16 suggested employing text-to-speech
techniques or voiceovers to decrease the amount of text
to be read, especially for people with dyslexia. T4.
Unclear goals: E8 stated that they found the stinging
context button to be somewhat difficult to activate or
interpret. E9, E14, and E19 asked for more succinct
indications as to what to do with the flower and the fish.
E19 suggested to include more visual cues. T5. Font
readability: flowers taught players their facts with a
pixelated font, which was chosen to be reminiscent of
old-school video games. In this context, however, it
produced mixed results. E18, E20, and E24 had difficulties
reading the font and this made them want to skip the
messages (see Figure 2). T6. The fun in playing as a bee:
overall, the game was considered a nice experience by E6
and E19. E6 and E11 stated that the game was fun; E16
stated that they liked the concept of being a bee; E9 and
E18 explicitly stated that being mean to humans made
them happy or satisfied. T7. Mastery of controls:
although E6 explicitly stated that controls were easy to
master, E10, E16, E17, and E19 expressed their difficulty
in mastering them. Finally, only 4 players did not report
any comments.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Discussion and limitations</title>
      <p>We assessed the enjoyability and usefulness of UBG in
two phases: a usability testing phase and the main
experiment. All in all, the experience reported by users
was positive, although there were some problems in the
usability phase. Comments were particularly useful in the
usability testing phase since usability appeared to be
suboptimal according to the SUS. Regarding the main
experiment, we observed that there was indeed an
increase in quiz performance, thanks to the knowledge
presented in the game, which is an encouraging finding
that contributes to answer RQ2. Interestingly, quiz
performance is not explained by self-reported experience
with video games according to our analysis. This suggests
that potential problems are not likely to have influenced
learning. The level of reported playfulness does not seem
to be influenced by experience with video games. In this
respect, in addressing RQ1, we can say that in the end the
prototype was quite enjoyable for every participant and
the difficulties with the controls did not invalidate the
experience.</p>
      <p>Several lessons can be learned by looking at the
feedback collected to answer RQ3:</p>
      <p>
        1. Consider implementing a voiceover: The proposal
of removing some text and/or adding a voiceover was
shared by 29% (7) of participants. In general, reading was
fatiguing for players, and adding recorded speech or
using text-to-speech techniques seems like the sweet
spot between teaching notions and not overwhelming
players, although we suspect that learning could be
influenced by the two different methods. Speaking of text
more in general, our findings mirror those of [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ], where
the authors suggest avoiding too much text and using
instead more visual and impactful feedback.
      </p>
      <p>2. Consider individual experiences: Four players
thought that either the controls were difficult to master
or that they could be improved, while one player found
them easy to master. This underlines the importance of
considering not only all the possible peripheral
configurations but also all the possible levels of
experience with video games. Choosing the right game
genre is key: some games, like first-person shooters, for
example, require very specific skills such as aiming with
the mouse.</p>
      <p>3. Too much freedom may lead to unclear goals: We
obtained 24 complete questionnaires in the face of 18
completed game sessions. This fact is likely to be related
in some way to T4 (Unclear goals), but it could also be
influenced by the fact that the game, albeit giving
instructions, leaves players rather free to explore. We
therefore recommend future endeavors in serious games
to consider the aspect of directing players to the goals in
the most straightforward and clear way possible. Finally,
5 players explicitly stated that either the game was a
good experience or that controlling a bee and stinging the
humans was fun. This contributes to addressing RQ1 and
suggests that being mean to humans can be perceived as
satisfactory.</p>
      <p>There are several limitations to the present study.
The serious game employed is still in an early version and
lacks a number of features that could make the
experience more enjoyable (e.g., a more complex
narrative and high-level goals that go beyond the stinging
task alone). Since one of the aims of the study was to
assess the educational potential of the game, the
instructions and the mechanics guided players rather
strictly towards reading and responding to quizzes, while
it could be turned into a more relaxed activity in future
versions. The second limitation is the limited number of
participants involved in the study. A greater sample could
be recruited or a follow-up knowledge retention test
could be introduced to further support the learning trend
observed. It could be argued that telling players about
the final quiz may have encouraged them to read more
carefully, thus influencing the final results. Future
directions may include a between-subjects experiment,
where the treatment group does not know about the final
quiz.</p>
    </sec>
    <sec id="sec-7">
      <title>7. Conclusion and future work</title>
      <p>We developed a 3D serious game, mainly inspired by
Untitled Goose Game, about eco-sustainability and
evaluated it with a usability test and an experiment.
Although the usability test turned out suboptimal, the
feedback collected allowed us to deliver an overall
enjoyable experience in the following phase. Our quiz
results coming from the main experiment indicate that it
is indeed possible that players learn by means of such a
game. Moreover, most users felt encouraged to learn
more about eco-sustainability in the future. Some
participants even stated that controlling a bee and
stinging the humans was fun. However, the sample size
involved in the study was limited. Future work should
investigate this tendency in larger samples and with a
more advanced prototype that includes, among others, a
narrative and more exploration. Future work may also
take advantage of more comprehensive questionnaires.</p>
      <p>
        Recommendations: The insights gained from UBG
allow us to state some recommendations for future
games on sustainability awareness. First, as noted in the
literature [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ], the design procedure matters: the
effectiveness of a game is not universal. Design
procedures should follow specific frameworks or
procedures, and design choices should fit the game's
purpose and context (see [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ] and [
        <xref ref-type="bibr" rid="ref68">68</xref>
        ]). Second, as
suggested in the literature [
        <xref ref-type="bibr" rid="ref69">69</xref>
        ], fun can convey the
effectiveness of serious games and gameful systems.
Thus, it is necessary to analyze the context in which the
game will be used and the target users to make the game
fun. Third, interaction is essential in the learning process.
As our data suggests, learning through interaction in play
is more fun than text-based learning, especially avoiding
repetition of patterns. It is therefore necessary to
identify a method to make the way information is shown
to players entertaining. Data in the literature suggest
limiting repetition and giving space to novelty [
        <xref ref-type="bibr" rid="ref42">42</xref>
        ].
Serious games are developed with specific purposes in
mind; hence, it is essential to include certain paths to
follow, to prevent users from getting lost, clearly defining
the objectives of the game, and at the same time, leaving
some freedom for users. Lastly, as suggested by the data
in the literature [
        <xref ref-type="bibr" rid="ref70">70</xref>
        ] and player comments, consider
using narrative and storytelling to accompany the player
along the way.
      </p>
    </sec>
    <sec id="sec-8">
      <title>Acknowledgements</title>
      <p>We acknowledge the support of the PNRR project FAIR
Future AI Research (PE00000013), under the NRRP MUR
program funded by the NextGenerationEU.</p>
    </sec>
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