Intervention(s)
We conduct an online randomized experiment to evaluate the potential of entertaining video games to promote pro-environmental behaviour. Our study exploits the interactive nature of video games and delivers an intervention on sustainable food consumption through a newly designed simple single-player mobile game with an entertaining main story that is not inherently environmental.
We developed multiple versions of the game that all include food choices and share the same core elements — storyline, characters, world, and gameplay. Each version also has the same length (estimated median completion time of about 40 minutes). However, the versions differ in the inclusion of educational content about sustainable food consumption and in the way feedback on food choices and their consequences are presented to the player. We created four versions of the same game: Control, Nature, Social, and Social+Nature, following a 2x2 design.
The Control version offers a purely entertaining experience without any explicit environmental or educational content. The gameplay will still include food choices throughout the story, but after each food choice the PC does not receive any information and feedback. The choices made will also have no impact on the story ending. In contrast, the three treatment versions use the food choices to introduce educational content about sustainable food consumption, which accounts for roughly 15% to 20% of the text. All three treatment versions include the same scientific information, but differ in the way feedback and consequences are presented. Specifically, the PC receives feedback and information about environmental impacts after each in-game food choice based on scientific estimatesThe feedback might come from the in-game environment, showing how it flourishes or deteriorates, from society, where NPCs evaluate the PC’s choices, or from both. Additionally, the consequences of in-game choices are exemplified through different story endings depending on the choices made.
In the Nature (N) treatment, we target the challenge that in real life, people often struggle to mentally connect their small daily choices today with the global future consequences of climate change and environmental degradation, which can feel distant, abstract, and thus hard to imagine vividly. In this game version, feedback on the PC’s food choices is conveyed through visual changes in the in-game environment. Sustainable choices are associated with a green and lush landscape, while unsustainable choices are associated with visible environmental damage, depicted through images in magazine articles. The game culminates with an ending that reflects the PC’s decisions, with a flourishing natural environment in the "good" ending where the PC has made mostly green choices, and noticeable degradation in the "bad" ending, where the majority of choices were unsustainable. By directly linking the player’s choices to environmental outcomes into the game, the Nature treatment aims to create vivid mental imagery and associations between individual decisions and their environmental impact. This could help bringing environmental considerations to the top of their minds also in real-life behaviour.
In the Social (S) version of the game, we build on existing research that demonstrates the power of social norms and peer effects to encourage sustainable choices. One challenge is that individuals may have difficulty envisioning drastic individual and societal changes over time. Fictional stories have been suggested to serve as a “simulation of social worlds”, conveying information, values, and norms through immersive social interactions experiences. Therefore, in this version, feedback is provided through social interactions that reinforce social norms and a green social identity. NPCs actively comment on the PC’s food choices. These dialogues provide a collection of social cues, including descriptive and injunctive norms as well as reputational and status concerns. The game concludes with shifting social norms towards environmentally conscious behaviour, culminating in the PC’s visit to a “popular club” focused on sustainable living. In the "good" ending, if the PC has made mostly green choices, they are invited to join the club; otherwise, in the "bad" ending, they are asked to reconsider their past actions. This might enable players to envision an alternate societal future that is partly shaped by their own actions. By incorporating NPCs who evaluate the PC’s choices, our Social treatment seeks to simulate social dynamics and reinforce new norms of behaviour through immersive social interactions.
The Nature+Social version combines elements from both the Nature and Social versions. To avoid information redundancies and minimize development requirements, The PC receives alternating feedback from the in-game environment and from societal interactions after the food choices and at the end of the game.