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A Game-Based Service to Mitigate the Risk of Inundations Caused by Solid Waste Accumulation

  • Francisco Lepe-Salazar
  • Tania Cortés-Álvarez
  • Elia Serratos-Chávez
  • Luis Jáuregui-Flores
  • Erick Juárez-Cervantes
  • Rodolfo Valdovinos-López
  • Demis Rincón-Martínez
  • Ramón Moreno-de la Madrid
Chapter
Part of the Gaming Media and Social Effects book series (GMSE)

Abstract

The number of people living in metropolitan areas of Mexico has steadily grown over the last decades. However, a lack of proper regulations has led to various consequences. An example of this is the mishandling of solid waste. A 2018 study reported that, in our country, 27% of solid waste remains in the cities, and only 12% is recycled. For that reason, garbage accumulation on urban areas is an environmental concern. To address this problem, a law for the management of waste was promulgated. Nevertheless, despite government efforts, the issue continues to aggravate with time. Another dilemma that affects our territory is that many regions are flood-prone. Together, solid waste and seasonal floods result in blockages of the drainage systems in cities, which in turn leads to the stagnation of large amounts of water and inundations. To mitigate the risk of inundations caused by solid waste accumulation, we developed a game-based service. The name of the ludic tool that we developed for this purpose is Wood of War: a pervasive, mobile serious game that motivates players to register places with a high concentration of solid waste. The service works as follows: first, we contrast game-generated registers with information of rainwater flow to determine high-risk zones and to create heat maps; then, we present the maps to the corresponding (local) authorities, so that they may optimize their garbage collecting efforts. To explore the viability of our approach, we tested our service in a pilot study. Additionally, we conducted interviews with government officials to learn their impressions. In this chapter, we present a summary of the results, a discussion of the benefits and limitations of our project, and our plans to consolidate the service.

Keywords

Playable cities Serious games Geographic information systems Solid waste management Inundations Game-based service Location-based games 

Notes

Acknowledgements

The authors are grateful to Michelle Magallón-Vega (Banshee’s Veil student team), who contributed with her talent to the design and development of the Wood of War game. The authors would also like to thank the authorities of the City of Colima, and the State of Colima, Mexico for their support to conduct the interviews. Lastly, the authors would like to thank Sara Sandoval-Carrillo (Universidad de Colima, Facultad de Telemática), for her continuous help throughout this project.

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Copyright information

© Springer Nature Singapore Pte Ltd. 2020

Authors and Affiliations

  • Francisco Lepe-Salazar
    • 1
    • 2
  • Tania Cortés-Álvarez
    • 3
  • Elia Serratos-Chávez
    • 3
  • Luis Jáuregui-Flores
    • 4
  • Erick Juárez-Cervantes
    • 4
  • Rodolfo Valdovinos-López
    • 4
  • Demis Rincón-Martínez
    • 4
  • Ramón Moreno-de la Madrid
    • 4
  1. 1.LudolabCentroMexico
  2. 2.Coordinación General de Tecnologías de InformaciónUniversidad de ColimaLas VíborasMexico
  3. 3.Cognos+CentroMexico
  4. 4.Facultad de TelemáticaUniversidad de ColimaLas VíborasMexico

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