=Paper= {{Paper |id=Vol-3669/paper15 |storemode=property |title=Untitled Bee Game: Be(e)ing mean to learn more about eco-sustainability |pdfUrl=https://ceur-ws.org/Vol-3669/paper15.pdf |volume=Vol-3669 |authors=Federico Bonetti,Simone Bassanelli,Antonio Bucchiarone,Federica Gini,Annapaola Marconi |dblpUrl=https://dblp.org/rec/conf/gamifin/BonettiBBGM24 }} ==Untitled Bee Game: Be(e)ing mean to learn more about eco-sustainability== https://ceur-ws.org/Vol-3669/paper15.pdf
                         Untitled Bee Game: Be(e)ing mean to learn more about eco-
                         sustainability
                         Federico Bonetti1, Simone Bassanelli1,2, Antonio Bucchiarone1, Federica Gini1,2 and
                         Annapaola Marconi1
                         1 Fondazione Bruno Kessler, Povo (TN), Italy
                         2 University of Trento, Trento, Italy



                                            Abstract
                                            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.

                                            Keywords
                                            Serious game, learning, gameful system, behavior change, eco-sustainability1

                                                                                                                                 contributing to the decline of some species, especially
                         1. Introduction                                                                                         pollinators, such as wild bees [9]. Bees play a pivotal role
                                                                                                                                 in delivering a spectrum of ecosystem services that not
                         In the contemporary era, the pivotal factor influencing
                                                                                                                                 only enhance human well-being but also sustain the
                         the rise and persistence of environmental challenges is
                                                                                                                                 fundamental life support systems of our planet [10].
                         human behavior [1]. In fact, human action is making great
                                                                                                                                 These ecosystem services are inherently aligned with the
                         changes within the ecosystem and the climate through
                                                                                                                                 pursuit of global sustainable development goals [11]. This
                         numerous unsustainable behaviors [2].
                                                                                                                                 underscores the necessity for a fundamental
                             Every year, about 25% of the plastic we produce,
                                                                                                                                 transformation in people’s conduct [1]. It is imperative to
                         which equates to a staggering 80.5 million tons, ends up
                                                                                                                                 replace practices such as consumerism, wasteful
                         in our environment, making plastic a pervasive
                                                                                                                                 resource utilization, environmental degradation,
                         environmental pollutant [3, 4]. Moreover, the use of non-
                                                                                                                                 contamination, selfish and unjust behaviors with
                         eco-friendly elements, such as most detergents, causes
                                                                                                                                 sustainable habits, using the world’s resources in ways
                         enormous       problems,     including    soil    structure
                                                                                                                                 that will allow human beings to continue to exist on Earth
                         deterioration, with detrimental consequences for plant
                                                                                                                                 with an adequate quality of life [1]. With the continuous
                         well-being [5], and eutrophication, which results from the
                                                                                                                                 upgrading of educational technology, gameful systems,
                         discharge of detergents into water bodies, leading to
                                                                                                                                 known for being highly motivating, have often been
                         depletion of dissolved oxygen levels in the water, which
                                                                                                                                 implemented to promote behavior change approaches or
                         can be harmful to aquatic organisms such as fish,
                                                                                                                                 to support positive behaviors [12, 13] in different
                         seaweed, corals and other aquatic life.
                                                                                                                                 domains, such as transportation and mobility [14, 15],
                             Human action —e.g. urbanization, light pollution,
                                                                                                                                 health, well-being and physical exercise [16, 17], eco-
                         chemical pollution, plastic pollution, deforestation, noise
                                                                                                                                 sustainability awareness and pro-environment behaviors
                         pollution, and air pollution [6, 7, 8]— is therefore
                                                                                                                                 [18, 13], culture and tourism [19], and so forth. Overall,
                         producing a decrease in terms of biodiversity,
                                                                                                                                 gameful systems present a reliable approach to

                         8th International GamiFIN Conference 2024 (GamiFIN 2024), April 2-5,
                         2024, Ruka, Finland.
                             fbonetti@fbk.eu (F. Bonetti); sbassanelli@fbk.eu (S. Bassanelli);
                         bucchiarone@fbk.eu (A. Bucchiarone); fgini@fbk.eu (F. Gini);
                         marconi@fbk.eu (A. Marconi)

                              0000-0002-1884-6798 (F. Bonetti); 0000-0001-6061-8169 (S.
                         Bassanelli); 0000-0003-1154-1382 (A. Bucchiarone); 0000-0003-3427-
                         3747 (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).




CEUR
                  ceur-ws.org
Workshop      ISSN 1613-0073
Proceedings


                                                                                                                           159
enhancing and encouraging users to engage in the                       In some commercial video games, the ecological
desired behavior, potentially fostering environmental              component is pivotal and the educational purpose is part
protection. In fact, some investigations concentrating on          of the design itself. In this case, however, the goal of
the connection between video games and ecological                  teaching something to players may also result in a less
knowledge have demonstrated noteworthy quantitative                playful system [23, 24] and a weaker flow experience
outcomes. In particular, there is a notable increase in            [25]. In recent years, numerous video games have been
players’ motivation to grasp ecological concepts through           developed with this purpose in mind —such as Eco8 [24],
video games [20].                                                  Plasticity9 [26, 27], and Bee Simulator10. These games,
    We therefore developed a serious game called                   which thus have some characteristics of serious games
Untitled Bee Game2, in which players have the goal of              while remaining commercial, present a more complicated
discouraging non-player characters (NPCs) from engaging            design procedure. Indeed, designing video games with a
in specific non-eco-sustainable behaviors while learning           well-defined purpose seems to be rather challenging. The
notions related to pollution through dialogue with                 priority given in the development to the eco-sustainable
flowers. The long-term goal of the game is to foster               awareness component could lead these games to lack the
positive behavioral change in terms of eco-sustainability,         playful impact and the flow experience [25] that users
by providing knowledge in an engaging and enjoyable                often seek in commercial video games [23, 24].
manner. To assess the game’s usefulness and qualities,
we formulated the following research questions:
    RQ1. To what extent was the game perceived by the
                                                                         2.2. Pro-environment serious games
players as playful and meaningful?
    RQ2. How would learning and perceived learning be              The use of serious games has proven to be a useful
affected by this game?                                             element in promoting environmentally sustainable
    RQ3. What design directions should be taken in                 behaviors [28], and climate change awareness [29].
developing and improving such a game? In this paper, we            Madani et al. [30] compiled a survey of serious games
present the design, development, and evaluation related            (both digital and physical) used in the context of tackling
to the use of Untitled Bee Game.                                   environmental challenges and awareness raising on eco-
    In Section 2 we present a brief overview of video              sustainability. The authors report that the use of serious
games and serious games related to raising awareness of            games can increase motivation and engagement, with
environmental issues; then, we present the design and              beneficial effects on desired outcomes (i.e.,
development of Untitled Bee Game. In Section 3, we                 environmental awareness); however, the effectiveness of
describe the design and development procedure to reach             games is not universal for educational purposes, it
the final version of the game. In Sections 4 and 5, we             depends on the design and components of each game
present the questionnaires and the methods for both                and, for this reason, it is difficult to assess the accuracy of
usability and experimental analyses, and then the results.         the findings. An interesting example of a serious game is
In Section 6, we discuss the findings after the analysis.          Energy Chickens [31]. In the game, virtual chickens are
Finally, in Section 7, we conclude the paper and present           graphically manipulated to reflect the power
the future work needed to improve the game, as well as             consumption of the device running the game. The game
some recommendations for future research.                          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
2. Background and related work                                     management [32], such as EnerCities [33], where players
                                                                   can manage different energy strategies for their city by
Before starting the design phase, we analyzed                      choosing between fossil and renewable sources. In the
commercial video games, and serious games used to raise            field of VR games, [34] propose an immersive experience
players’ awareness of eco-sustainability and biodiversity          (Climate Connected: Outbreak) to engage players in the
issues, or to teach about eco-sustainable behaviors in the         topic of climate change, which was found to foster
real world.                                                        learning and positive attitudes related to climate change.
                                                                        In the literature taken into consideration, to the best
                                                                   of our knowledge, there do not seem to be relevant
      2.1. Pro-environment video games                             examples in terms of complex worlds and gameplay
                                                                   inspired by mainstream 3D games that also employ large
In recent years, an increasing number of video games               amounts of text. Some examples exist that try to achieve
have been used to increase users’ environmental                    this result in a 3D environment with heavy use of text, in
awareness. These include Terra Nil3, Donut County4 [21],           the field of cyberbullying prevention [35], where
Factorio5, Arma 36 [22], and Animal Crossing: New                  offensive text (to be erased or changed by players) is
Horizons7 [20]. Despite being commercial video games,              included in the form of messages from the characters or
many of these games present elements of environmental              graffiti. It was important that the teaching came from
or biodiversity awareness simply because of the setting,           virtual characters to merge it more naturally with the
storytelling, mechanics, or dynamics of the game.                  game environment. We looked at existing commercial

2 The full game can be downloaded here: https://osf.io/            6 https://arma3.com/

eznjw/?view_only=9cf4572c4b1e41e3a39be622a9ab433d                  7 https://animalcrossing.nintendo.com/
3 https://www.terranil.com/                                        8 https://play.eco/
4 http://donutcounty.com/                                          9 https://plasticitygame.wixsite.com/about
5 https://www.factorio.com/                                        10 https://beesimulator.com/




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games to find mechanics that could fit well with teaching              the point of view from humans to animals and let players
eco-sustainability facts to foster behavior change. In the             correct or condemn human behavior as an external
next sections, we discuss the inspiration for the game and             observer. This choice was also dictated by the scarcity of
the design choices that were made during the                           perspective change examples in the literature concerning
development of Untitled Bee Game.                                      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
      2.3. Design frameworks for serious                               relation with recent literature that deals with the
           games                                                       abandonment of anthropocentrism, in the context of a
                                                                       posthuman turn that views ecology and climate change
Serious games and gamification present a more                          from a non-human/other-than-human standpoint [55,
complicated design procedure than video games, since                   56, 57]. We also suspect that carrying out hostile in-game
they are designed with a clear serious purpose. For this               actions as a human instead of an animal could potentially
reason, not all gameful systems and serious games are                  have negative educational consequences. The game
effective [36, 37]. For a purpose-consistent design and                might be thought to suggest that it is advisable to be
effectiveness of these tools, numerous design                          hostile to peers who do not follow virtuous behavior.
frameworks and procedures have been developed and                          The core mechanic of Untitled Goose Game consists
adopted [38, 39, 40]. Design approaches can follow                     of playing tricks on, and stealing objects from, human
different perspectives: user-centered, technology-                     non-playing characters (NPCs) to disturb their daily
centered, game-centered, and context-centered [38, 40,                 activities. Albeit relying on such a simple mechanic, the
41]. Some of these methodologies present collections of                game managed to sell one million copies in three months
game elements that help the designer keep track of game                [58]. In addition, its simple, toon-shaded low-poly 3D
choices [42], while others are more complex                            graphics make for the ideal style for rapid prototyping
methodologies that provide more of a guideline for the                 and development.
design [29, 43], and also for the next steps [41].                         Although there is a clear similarity with Bee Simulator
     Many frameworks are based on developments of pre-                 (see Section 2.1), the mechanics did not play a particular
existing models: for instance, the works of [44] and [45]              role in the design of UBG, although it may be used as a
trace their roots to the MDA model [46]. This model                    model in the future to add new features.
strives to amalgamate game design, development,
critique, and technical game research by presenting a
structural approach to understanding games. The
                                                                             3.1. UBG game design
pioneering 6D model by [47] has inspired numerous
authors to create additional design frameworks (see [48,               As a "game with a purpose", we carefully designed the
49, 50, 51]) or adapt it in different contexts (see [52, 53]).         game from the contextual information and purpose. We
However, although possible design options are                          relied on the GamiDoc design framework [41] to write a
numerous, few design frameworks or procedures have                     game design document14 that would allow the team to
been used or studied consistently. Specifically, few                   communicate and at the same time, keep track of the
frameworks have been used to design tools promoting                    development in relation to the purpose. The game had no
behavior change or climate change awareness. Among                     specific target and was inspired by a simple, cartoon
the few frameworks for climate change awareness, in                    graphic style (used in Untitled Goose Game itself) that
[34], the authors specifically provide guidelines for                  could be found pleasurable across different genders and
serious games about climate change, including, among                   ages. The target of the experiments, however, was adults.
others, adapting game design to the characteristics of the                  The idea behind UBG is to explore the potential of
users, involving users actively, and presenting content in             immersing players in a 3D virtual world inspired by recent
new ways to aid learning.                                              commercial games, with NPCs reacting to the avatar’s
                                                                       actions, to foster novel gameful interactions for learning
                                                                       and positive behavior change.
3. Design and development                                                   UBG lets players control a bee in a small town (see
                                                                       Figure 1). We selected a bee because of the importance
Untitled Bee Game (henceforth UBG) borrows its title and               of bees in the environment [10]. Indeed, facts about bees
mechanics from Untitled Goose Game11, a 3D puzzle                      are part of the learning content of the game, which
game for computers and consoles. Untitled Goose Game                   players are quizzed on. This choice also brought about
is part of a rather recent video game genre that could be              advantages under the technical aspect of the
defined as “animal mayhem games” [54]. These games let                 implementation, such as having to deal with simpler
players control animals that wreak havoc and punish                    animations. Imitating commercial games may imply
human beings, generally relying on humor and disruptive                adopting control schemes that are a bit difficult to
game mechanics. Other such games are, for example,                     master. Therefore, at the beginning of the game, players
Goat Simulator12 and DEEEER Simulator13. This strand of                are asked to select the control style they prefer: overhead
games seems appropriate to focus on the theme of                       camera or free camera. In both schemes, players control
sustainability and environmental preservation: they shift              the bee in the third person, but in the latter, they can also

11 https://goose.game                                                  14 The game design document can be retrieved here along with the
12 https://www.goatsimulator3.com/it                                   documents used for the textual content:
13 https://playism.com/en/game/deeeer-simulator/                       https://osf.io/eznjw/?view_only=9cf4572c4b1e41e3a39be622a9ab433d




                                                                 161
rotate the camera (and the bee) freely in all directions.           the virtual environment better and more lively. The
The overall objective is to dissuade the NPCs from                  mechanics of UBG are still rather simplistic, allowing as
pursuing certain behaviors. If correct actions are taken by         many participants as possible to complete the
the player, the garden (a small area where flowers can              experiment without too much effort. Apart from a couple
appear) and the river are influenced: the garden                    of side mechanics, the task is rather straightforward. We
produces flowers and more fish come to the river.                   discuss future implementations in Section 7.


                                                                          3.2. Tools and resources
                                                                    UBG was developed using Unity3D15, an industry-
                                                                    standard environment in the field of video game
                                                                    development. Some of the 2D resources and images were
                                                                    found on Adobe Stock16, while others were created ad-
                                                                    hoc. The 3D models were either found in the Unity Asset
                                                                    Store17 and Quaternius.com18 or created using Blender 19,
                                                                    a popular 3D modeling tool. The music was either created
Figure 1: The scenery of Untitled Bee Game. The                     ad hoc or found online for free20.
screenshot shows the small town that is explorable in                   All the text presented in the game and the quiz
the game.                                                           questions were created following an extensive literature
                                                                    search on the topic. Following an initial analysis, the final
     Two NPCs were implemented. The first one wastes                data were selected on the basis of their association with
plastic bottles, while the second one uses polluting                player and NPC behaviors within the game.
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           4. Methods
the NPC or drop rubbish on their head. Stinging can be
performed at any time, even if the behavior shown by the                  4.1. Data collection method
NPC is already correct. Therefore, we differentiate
between two stinging actions the player can perform:                     Prior to deploying the game and administering it to
correct and incorrect stinging. The game plays different            the participants, we created a REST API based on a
sounds accordingly. If correct stinging is performed, new           Mongo21 database that communicated with the game
flowers appear in the garden and new fish appear in the             during the sessions. For this reason, players were asked
river. Once a flower has appeared, players can interact             to remain connected while playing. We collected the
with it and read facts about the three topics (see Figure           following information in JSON format: i) a game ID; ii) the
2), one paragraph at a time, shown in a classic video game          number of times each NPC was stung; iii) the number of
message box. Once a knowledge paragraph has been                    correct actions; iv) the number of incorrect actions; v) the
unlocked, it becomes possible to read it again in the               quiz scores; and vi) the paragraph reading times.
pause menu.
     As a side mechanic, players may also pick up and
recycle the rubbish they find. This grants them one                       4.2. Participants and procedure
additional fish. In addition, rubbish can be thrown at
NPCs instead of stinging them to obtain the same effect.            Players were mainly recruited in Italian university
If players do not do anything for a certain amount of time,         facilities (University of Trento, University of Verona, and
fish start to disappear.                                            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
Figure 2: The messages displayed by pollinated flowers.             two phases: the usability test and the main experiment.
                                                                    The main differences were (i) the version of the
    It is worth noting that there is no game over and the           prototype, and (ii) the content of the final questionnaire,
players’ actions are only driven by the possibility to make

15 http://www.unity.com/                                            19 https://www.blender.org/
16 http://stock.adobe.com/                                          20 https://audionautix.com/
17 https://assetstore.unity.com/                                    21 https://www.mongodb.com/
18 https://quaternius.com




                                                              162
administered after the post-session quiz, as described                 identified as male), among which N=18 completed the
below.                                                                 game, and N=24 completed the final questionnaire, of
     Game session. Players could play a desktop or a web               which N=14 completed both the game and the final
version of the game. After being shown their ID, they                  questionnaire. In this phase, players were administered a
were taken to the initial quiz (pre-test) where they could             refined version of the prototype, where many things
express a choice among 4 to several questions related to               were changed according to the previous round of
eco-sustainability to establish a baseline of knowledge                feedback. In particular, the number of paragraphs to read
about sustainable behavior. This quiz established a                    and the number of quiz questions were both lowered to
baseline for each participant. After the initial quiz, players         12 in total. After playing the game, participants had to fill
had to complete a brief tutorial about the game                        out a questionnaire where they were asked to provide: (i)
commands and mechanics. Then they could start                          demographic information and gaming habits; (ii) an
exploring the environment and stinging the humans                      informal assessment of the degree of sustainability of
showing undesirable behavior. In so doing they earned a                their behavior; (iii) engagement and value provided by
fish and a flower, and then had to pollinate a flower to               the game by using the items from the GAMEFULQUEST,
reveal a new fact. After revealing a certain number of                 the IMI, and the MEEGA360 described above, and two
facts, players were taken to the second quiz (post-test)               more items —Q5-"Thanks to the game, I am likely to
with an additional 4 questions on the same topics as the               inquire about how to adopt other sustainable behaviors
initial one.                                                           in the future" and Q6-"Thanks to the things learned in the
     The content and order of the questions in the two                 game, I am likely to adopt more sustainable behaviors in
quizzes were the same for all participants, both in the                the future"— created ad-hoc to assess how much the
usability test and the experimental phase. Accordingly,                game may have influenced users to become informed
the eco-sustainability facts were shown to all players in              about environmental issues and adopt environmentally
the same order. The game informed players about                        sustainable behaviors in the future. All the materials were
whether their answer was correct or incorrect, and in the              available both in English and Italian.
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                    5. Results
correctly based on the previous answers.
     Usability test design. To collect usability data, we              We report here both the results from the usability test
used the System Usability Scale (SUS), which had to be                 (expressed mainly in terms of SUS scores and feedback
filled out at the end of the game. The choice of using this            received) and the main experiment.
tool stems from its reliability and its widespread use for
usability studies [59]. Moreover, we added the item "Do                     5.1. Usability test
you have any suggestions, feedback, comments that can
help us in improving the game?" to collect more detailed
                                                                       The game’s SUS overall score (62.2) was below the set
information about possible improvements in the game.
                                                                       threshold for a good level of usability (68), indicating
We recruited N=9 participants (female = 4; male = 5) and
                                                                       marginal usability; hence, additional improvements were
had them play the first version of the prototype, where
                                                                       needed [64]. For an exhaustive overview of SUS results,
they had to unlock 16 flowers and answer 16 quiz
                                                                       see Table 1.
questions in total (8 pre-session and 8 post-session). Each
                                                                            Questionnaire results. The results of the additional
participant tried the game through the web or desktop
                                                                       items have identified that during this first application, not
version and answered the online questionnaire on
                                                                       all users found the game completely entertaining (Q1 𝑀
Google Form22. Data in the literature [60] suggest that for
                                                                       = 3.33, 𝑆𝐷 = 1.11, 𝑀𝑑𝑛 = 4). However, they recognized its
usability studies a sample size of 10 ± 2 is recommended
                                                                       educational power and its importance (Q2 𝑀 = 3.44, 𝑆𝐷
to detect at least 80% of usability problems. During the
                                                                       = 1.01, 𝑀𝑑𝑛 = 4; Q3 𝑀 = 3.66, 𝑆𝐷 = 1.11, 𝑀𝑑𝑛 = 4; Q4 𝑀
usability data collection, we still collected data on
                                                                       = 3.88, 𝑆𝐷 = 0.78, 𝑀d𝑛 = 4).
playfulness, meaningfulness, and learning perception to
                                                                            Feedback comments. At least one participant (U1)
check whether usability could in any way negatively
                                                                       found that the game showed too much text. Therefore,
affect these aspects. Hence, we selected some items
                                                                       we lowered the number of flowers to 12. This meant less
from reliable questionnaires: Q1-"This game gives me an
                                                                       text to read (12 facts instead of 16) and less playtime.
overall playful experience" from the playfulness
                                                                       Three participants (U3, U4, U8) mentioned that the
dimension of the GAMEFULQUEST [61], Q2-"I think this
                                                                       objective was not completely clear or that the icons were
was an important activity" and Q3-"I believe this activity
                                                                       difficult to interpret. A participant wrote that they would
has been beneficial to me" from the value/usefulness
                                                                       have liked to know how important it was to read the
dimension of IMI [62], and Q4-"The game contributed to
                                                                       flower facts (U1). This would have allowed them to
teach me some of the most relevant environmental
                                                                       answer more correctly to the final quiz. As a solution, we
issues" from the perceived learning dimension of
                                                                       added a summary of the objectives in the pause menu.
MEEGA360 [63]. We then interviewed the participants in
                                                                       Another participant (U9) mentioned the difficulty of
a think-aloud session.
                                                                       understanding interactions with fish within the game. We
     Experimental design. We recruited N=28 participants
                                                                       therefore decided to specify this more clearly. The
(age: 𝑀 = 26.62; 𝑆𝐷 = 8.80; 13 identified as female, 15
                                                                       controls were a bit difficult for at least two participants

22 https://www.google.it/intl/it/forms/about/




                                                                 163
(U3, U7). This led us to offer a choice to the players at the         from the questionnaire, the change in quiz performance
beginning, asking which control scheme they preferred.                in pre-test and post-test, and the feedback received at
However, one participant (U1) liked how they worked.                  the end.
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
                                                                                   5.2.1. Questionnaire results
experience.
                                                                      All the analyses were conducted using RStudio23 (version
                                                                      2023.03.0). Among the participants, N = 24 answered the
     SUS Item      Mean           SD            Mdn                   questionnaire. The results (Figure 3) show an overall
     S1            2.00           0.86          2                     positive evaluation of the tool. Answers were given on a
     S2 (R)        2.00           1.11          2                     5-point Likert-type scale ranging from strongly disagree
     S3            3.22           1.20          3                     to strongly agree (See Table 3). Most of the players found
     S4 (R)        1.20           0.66          1                     the game playful (63%); however, a few subjects thought
     S5            3.22           0.97          3                     the game was not playful, indicating the need to bring
     S6 (R)        1.88           1.36          1                     changes to the game in the future (12%). Interestingly,
     S7            3.00           1.58          4                     almost all the players found the game meaningful (96%
     S8 (R)        2.55           1.50          2                     and 83% to Q2 and Q3 respectively), probably because of
     S9            3.33           1.41          4                     the importance of the themes it dealt with, and they felt
     S10 (R)       2.22           1.39          2                     they learned something from the experience (Q4 positive
               Overall SUS Score: 62.2/100                            results = 88%). Lastly, 58% of the players reported the will
    Table 1: System Usability Scale item means, standard              to inquire (Q5) and then adopt other sustainable
deviations, and medians, as well as the final score. (R)              behaviors in the future thanks to the game (Q6). We then
refers to negative items.                                             ran a linear regression to analyze whether the expressed
                                                                      playful level could be explained by users’ prior experience
     Think-aloud session. After the usability testing, we             with video games. The results show no correlation
interviewed the participants informally in a think-aloud              between the two variables (𝐴𝑑𝑗𝑢𝑠𝑡𝑒𝑑𝑅² = −0.07, 𝐹1,12 =
session to gather additional feedback. There were several             0.14, 𝑝 > 0.05), suggesting that the game is equally
points that were raised in this session that had not                  perceived despite users’ experience with video games. To
emerged as part of the written comments. We                           assess whether the meaningfulness and playfulness of
summarize the main topics that emerged during the                     the game, and the perceived learning were conveyed by
think-aloud session in Table 2 as coded comments. The                 the amount of information read, we ran some linear
table includes both suggestions that were later                       regressions between the reading time and the
implemented into the game and those that were not,                    playfulness value (Q1), the interaction of the items
followed by an explanation.                                           related to meaningfulness (Q2 and Q3), and the
     The suggestion “Add flowers to encourage                         perceived learning (Q4). The results show that no
exploration” was not followed because the game only                   correlation occurred between the reading time and the
allows to unlock flowers in a dedicated area to optimize              expressed game meaningfulness (𝐴𝑑𝑗𝑢𝑠𝑡𝑒𝑑𝑅² = 0.58,
the traveling time and the experiment duration, but will              𝐹1,12 = 2.54, 𝑝 > 0.05), and playfulness (𝐴𝑑𝑗𝑢𝑠𝑡𝑒𝑑𝑅² =
be considered in the future; “Add a deeper narrative”                 −1.82, 𝐹1,12 = 0.301, 𝑝 > 0.05). The analysis showed a
was not followed because, as mentioned, the game was                  significant relationship between reading time and
optimized to be completed in a reasonable amount of                   perceived learning (𝐴𝑑𝑗𝑢𝑠𝑡𝑒𝑑𝑅² = 1, 𝐹1,12 = 5.79, 𝑝 <
time, so we have not yet included a story behind the                  0.001).
characters or the avatar, but it is a direction for future
                                                                       Q6   8%                                        33%                                           58%
work.
                                                                       Q5 17%                                         25%                                           58%
   Coded comments                              Added
   Add a progress bar for the quizzes          Yes                     Q4   4%                                        8%                                            88%

   Make tutorial more visual                   Yes                     Q3   4%                                        12%                                           83%
   Include recycling mechanics                 Yes
   Make it easier to unlock more fish          Yes                     Q2   4%                                        0%                                            96%

   Add flowers to encourage exploration        No                      Q1 12%                                         25%                                           63%
   Add a deeper narrative                      No                            100                 50                   0                      50                  100
                                                                                                                  Percentage
    Table 2: Suggestions from the think-aloud session,                      Response   Strongly disagree   Disagree   Neither agree nor disagree   Agree   Strongly agree

with an indication as to whether they were followed.                  Figure 3: An overview of the users’ answers to the 5-
                                                                      point Likert-type items (Q1-Q6) in the questionnaire.
      5.2. Experiment
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/




                                                                164
         Item     Mean      SD        Mdn                          conducted a thematic analysis by coding all feedback
         Q1       3.66      1.05      4                            manually under macro-themes. We summarize the
         Q2       4.37      0.71      4                            comments here, grouped by theme. In Table 4, we
         Q3       4.16      0.82      4                            provide a detailed breakdown of the main comments
         Q4       4.37      0.82      5                            grouped by participants.
         Q5       3.58      1.10      4
         Q6       3.75      0.94      4                             Coded comments                         Participant IDs
   Table 3: The final questionnaire means, standard                 There should be additional areas       E1, E2, E4
deviations and medians.                                             Exploration is not encouraged          E7
                                                                    Text is too verbose                    E6, E11, E14, E16
                                                                    Text is too formal                     E6, E10, E18
            5.2.2. Quiz score improvement                           There should be a voiceover            E3, E13, E16
                                                                    The font is not very readable          E18, E20, E24
Among the participants, N = 18 completed an entire game             The game is fun/a nice experience      E6, E11, E19
session, and did the post-test quizzes. To answer RQ2, we           Playing as a bee is interesting        E16
investigated the difference in scores between the pre-              Stinging humans is fun/satisfying      E9, E18
test and post-test quizzes. The post-test quiz obtained             Input controls are easy                E6
generally higher scores (𝑀 = 4.55; 𝑆𝐷 = 1.46; 𝑀𝑑𝑛 = 5)              Input controls are difficult           E10, E16, E17,
than pre-test one (𝑀 = 3; 𝑆𝐷 = 1.23; 𝑀𝑑𝑛 = 2.5). At first                                                  E19
glance, it was possible to see that only 5 players did not             Table 4: Suggestions from the experimental session,
get an improvement, of which 4 maintained the same                 with an indication as to which participant provided them.
score, and only one had a lower score. We then analyzed
whether these differences in users’ answers before and                 T1. Repetitiveness: E1, E2, and E4 mentioned that
after the use of the game were significant. A Shapiro-Wilk         they would have liked to have different areas to explore
test was conducted, indicating that the two distributions          and to find flowers in. This mirrored what emerged
of both variables differed from the normal distribution            during the usability testing. E7 also mentioned that the
(Pre: 𝑊 = 0.79, 𝑝 = 0.001; Post: 𝑊 = 0.83, 𝑝 = 0.005).             positioning of the garden and the humans may be
Considering this result, we opted for a non-parametric             exploited to take shortcuts as the mechanics do not
test. We then performed a one-tail Wilcoxon signed-rank            encourage exploration. T2. Text style and length: many
test [65] (𝑉 = 11, 𝑝 < 0.005) and found a statistically            users expressed that they would have liked to read less
meaningful disparity in the results at the in-game eco-            or simplify the text. E6, E11, E14, and E16 found that the
sustainability questionnaire before and after playing the          text was too verbose. E6, E10, and E18 stated that they
game. Effect size calculation (𝑟 = 0.49), which for the            would have liked less formal language. T3. Voice over:
Wilcoxon signed-rank test is based on the formula 𝑟 =              this theme is largely connected to Theme 2. In particular,
 𝑍⁄√𝑛 [66], suggested a moderate magnitude of the                  E3, E13, and E16 suggested employing text-to-speech
effect [67]. The post-game results are not explained by            techniques or voiceovers to decrease the amount of text
the subjects’ prior experience with video games                    to be read, especially for people with dyslexia. T4.
(𝐴𝑑𝑗𝑢𝑠𝑡𝑒𝑑𝑅² = 0.02, 𝐹1,12 = 1.32, 𝑝 > 0.05) or the flower          Unclear goals: E8 stated that they found the stinging
reading time (𝐴𝑑𝑗𝑢𝑠𝑡𝑒𝑑𝑅² = 0.76, 𝐹1,16 = 4.49, 𝑝 > 0.05).          context button to be somewhat difficult to activate or
                                                                   interpret. E9, E14, and E19 asked for more succinct
                         Quiz    Pre   Post
                                                                   indications as to what to do with the flower and the fish.
                   6                                               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
                   4
         Results




                                                                   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:
                   2                                               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
                       Pre               Post
                                Quiz                               E18 explicitly stated that being mean to humans made
Figure 4: A boxplot showing the pre-test and post-test             them happy or satisfied. T7. Mastery of controls:
scores on the eco-sustainability quizzes, taken at the             although E6 explicitly stated that controls were easy to
beginning and at the end of the game session. There                master, E10, E16, E17, and E19 expressed their difficulty
were 6 questions in each quiz.                                     in mastering them. Finally, only 4 players did not report
                                                                   any comments.

            5.2.3. Feedback comments
                                                                   6. Discussion and limitations
We were able to extract a substantial number of
comments from the feedback collected with the final                We assessed the enjoyability and usefulness of UBG in
questionnaire, which helped us answer RQ3. We                      two phases: a usability testing phase and the main




                                                             165
experiment. All in all, the experience reported by users            strictly towards reading and responding to quizzes, while
was positive, although there were some problems in the              it could be turned into a more relaxed activity in future
usability phase. Comments were particularly useful in the           versions. The second limitation is the limited number of
usability testing phase since usability appeared to be              participants involved in the study. A greater sample could
suboptimal according to the SUS. Regarding the main                 be recruited or a follow-up knowledge retention test
experiment, we observed that there was indeed an                    could be introduced to further support the learning trend
increase in quiz performance, thanks to the knowledge               observed. It could be argued that telling players about
presented in the game, which is an encouraging finding              the final quiz may have encouraged them to read more
that contributes to answer RQ2. Interestingly, quiz                 carefully, thus influencing the final results. Future
performance is not explained by self-reported experience            directions may include a between-subjects experiment,
with video games according to our analysis. This suggests           where the treatment group does not know about the final
that potential problems are not likely to have influenced           quiz.
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          7. Conclusion and future work
prototype was quite enjoyable for every participant and
the difficulties with the controls did not invalidate the           We developed a 3D serious game, mainly inspired by
experience.                                                         Untitled Goose Game, about eco-sustainability and
     Several lessons can be learned by looking at the               evaluated it with a usability test and an experiment.
feedback collected to answer RQ3:                                   Although the usability test turned out suboptimal, the
     1. Consider implementing a voiceover: The proposal             feedback collected allowed us to deliver an overall
of removing some text and/or adding a voiceover was                 enjoyable experience in the following phase. Our quiz
shared by 29% (7) of participants. In general, reading was          results coming from the main experiment indicate that it
fatiguing for players, and adding recorded speech or                is indeed possible that players learn by means of such a
using text-to-speech techniques seems like the sweet                game. Moreover, most users felt encouraged to learn
spot between teaching notions and not overwhelming                  more about eco-sustainability in the future. Some
players, although we suspect that learning could be                 participants even stated that controlling a bee and
influenced by the two different methods. Speaking of text           stinging the humans was fun. However, the sample size
more in general, our findings mirror those of [34], where           involved in the study was limited. Future work should
the authors suggest avoiding too much text and using                investigate this tendency in larger samples and with a
instead more visual and impactful feedback.                         more advanced prototype that includes, among others, a
     2. Consider individual experiences: Four players               narrative and more exploration. Future work may also
thought that either the controls were difficult to master           take advantage of more comprehensive questionnaires.
or that they could be improved, while one player found                   Recommendations: The insights gained from UBG
them easy to master. This underlines the importance of              allow us to state some recommendations for future
considering not only all the possible peripheral                    games on sustainability awareness. First, as noted in the
configurations but also all the possible levels of                  literature [30], the design procedure matters: the
experience with video games. Choosing the right game                effectiveness of a game is not universal. Design
genre is key: some games, like first-person shooters, for           procedures should follow specific frameworks or
example, require very specific skills such as aiming with           procedures, and design choices should fit the game's
the mouse.                                                          purpose and context (see [41] and [68]). Second, as
     3. Too much freedom may lead to unclear goals: We              suggested in the literature [69], fun can convey the
obtained 24 complete questionnaires in the face of 18               effectiveness of serious games and gameful systems.
completed game sessions. This fact is likely to be related          Thus, it is necessary to analyze the context in which the
in some way to T4 (Unclear goals), but it could also be             game will be used and the target users to make the game
influenced by the fact that the game, albeit giving                 fun. Third, interaction is essential in the learning process.
instructions, leaves players rather free to explore. We             As our data suggests, learning through interaction in play
therefore recommend future endeavors in serious games               is more fun than text-based learning, especially avoiding
to consider the aspect of directing players to the goals in         repetition of patterns. It is therefore necessary to
the most straightforward and clear way possible. Finally,           identify a method to make the way information is shown
5 players explicitly stated that either the game was a              to players entertaining. Data in the literature suggest
good experience or that controlling a bee and stinging the          limiting repetition and giving space to novelty [42].
humans was fun. This contributes to addressing RQ1 and              Serious games are developed with specific purposes in
suggests that being mean to humans can be perceived as              mind; hence, it is essential to include certain paths to
satisfactory.                                                       follow, to prevent users from getting lost, clearly defining
     There are several limitations to the present study.            the objectives of the game, and at the same time, leaving
The serious game employed is still in an early version and          some freedom for users. Lastly, as suggested by the data
lacks a number of features that could make the                      in the literature [70] and player comments, consider
experience more enjoyable (e.g., a more complex                     using narrative and storytelling to accompany the player
narrative and high-level goals that go beyond the stinging          along the way.
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




                                                              166
                                                                                travel behavioural change, Cities 85 (2019) 140–
Acknowledgements                                                                149.
                                                                         [16]   C. Y. Chow, R. R. Riantiningtyas, M. B. Kanstrup, M.
We acknowledge the support of the PNRR project FAIR -
                                                                                Papavasileiou, G. D. Liem, A. Olsen, Can games
Future AI Research (PE00000013), under the NRRP MUR
                                                                                change children’s eating behaviour? A review of
program funded by the NextGenerationEU.
                                                                                gamification and serious games, Food Quality and
                                                                                Preference 80 (2020) 103823.
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