The Design of an Augmented Reality Collaborative Game for Sustainable Development

  • Alysson Diniz dos SantosEmail author
  • Francesco Strada
  • Andrea Bottino
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10056)


In spite of recent efforts, there is still a demand for tools facilitating sustainability instruction. To this end, serious games offer remarkable possibilities to foster learning in this area. However, evidences suggest that these potentialities have not been fully leveraged yet. In particular, it is challenging to design games representing the different domains (ecology, economics, politics, and culture) and social structures (individuals, families and communities) involved by sustainability issues. This work explores the mix of augmented reality, collaborative gaming and theoretical guidelines in the design of Sustain, an educational game focused on raising awareness on sustainability topics. The paper details Sustain design decisions, highlighting their relation with the chosen methodology. Our aims are: (i) to exemplify the use of a not yet adopted theoretical background, and (ii) to present reflections concerning its use.


Sustainability Educational games Augmented reality Collaborative games 


  1. 1.
    Antle, A.N., Tanenbaum, J., Bevans, A., Seaborn, K., Wang, S.: Balancing act: enabling public engagement with sustainability issues through a multi-touch tabletop collaborative game. In: Campos, P., Graham, N., Jorge, J., Nunes, N., Palanque, P., Winckler, M. (eds.) INTERACT 2011. LNCS, vol. 6947, pp. 194–211. Springer, Heidelberg (2011). doi: 10.1007/978-3-642-23771-3_16 CrossRefGoogle Scholar
  2. 2.
    Burton, I.: Report on reports: our common future: the world commission on environment and development. Environ. Sci. Policy Sustain. Dev. 29(5), 25–29 (1987)CrossRefGoogle Scholar
  3. 3.
    Coakley, D., Garvey, R.: The Great, the Green: sustainable development in serious games. In: ECGBL2015-9th European Conference on Games Based Learning: ECGBL2015, vol. 135 (2015)Google Scholar
  4. 4.
    Crookall, D.: Serious games, debriefing, and simulation/gaming as a discipline. Simul. Gaming 41, 898–920 (2010)CrossRefGoogle Scholar
  5. 5.
    Dieleman, H., Huisingh, D.: Games by which to learn and teach about sustainable development: exploring the relevance of games and experiential learning for sustainability. J. Clean. Prod. 14, 837–847 (2006)CrossRefGoogle Scholar
  6. 6.
    Fabricatore, C., Lopez, X.: Sustainability learning through gaming: an exploratory study. Electron. J. e-learn. 10(2), 209–222 (2012)Google Scholar
  7. 7.
    Fabricatore, C., Lopez, X.: A Model to identify affordances for game-based sustainability learning. In: Busch, C. (Ed.), Proceedings of the 8th European Conference on Game Based Learning, p. 99109, Reading (2011)Google Scholar
  8. 8.
    Huber, M.Z., Hilty, L.M.: Overcoming the limitations of persuasive technologies. In: Aebischer, B., Hilty, L.M. (eds.) ICT Innovations for Sustainability. AISC, vol. 310, pp. 367–385. Springer International Publishing, Heidelberg (2015)Google Scholar
  9. 9.
    Katsaliaki, K., Mustafee, N.: Edutainment for sustainable development a survey of games in the field. Simul. Gaming 46(6), 647–672 (2015)CrossRefGoogle Scholar
  10. 10.
    Knol, E., De Vries, P.W.: EnerCities-a serious game to stimulate sustainability, energy conservation: preliminary results. In: eLearning Papers (2011)Google Scholar
  11. 11.
  12. 12.
    Santos, A.D., Fraternali, P.: A comparison of methodological frameworks for digital learning game design. In: De Gloria, A., Veltkamp, R. (eds.) GALA 2015. LNCS, vol. 9599, pp. 111–120. Springer, Heidelberg (2016). doi: 10.1007/978-3-319-40216-1_12 CrossRefGoogle Scholar
  13. 13.
    Sweetser, P.: Emergence in Games. Cengage Learning, Boston (2008)Google Scholar
  14. 14.
    Tilbury, D.: Rising to the challenge: education for sustainability in Australia. Aust. J. Environ. Educ. 20(02), 103–114 (2004)CrossRefGoogle Scholar
  15. 15.
    UNESCO United Nations Conference on Environment, Development: Agenda 21 1992 (2011)Google Scholar
  16. 16.
    Van Krevelen, D.W.F., Poelman, R.: A survey of augmented reality technologies, applications and limitations. Int. J. Virtual Real. 9(2), 1 (2010)Google Scholar

Copyright information

© Springer International Publishing AG 2016

Authors and Affiliations

  • Alysson Diniz dos Santos
    • 1
    • 2
    Email author
  • Francesco Strada
    • 1
  • Andrea Bottino
    • 1
  1. 1.Dipartimento di Automatica e InformaticaPolitecnico di TorinoTorinoItaly
  2. 2.Instituto Universidade VirtualUniversidade Federal do CearaFortalezaBrazil

Personalised recommendations