TY - GEN
T1 - THE GROWTH
T2 - 6th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2014 - Held as Part of 16th International Conference on Human-Computer Interaction, HCI International 2014
AU - Pisithpunth, Charn
AU - Petridis, Panagiotis
AU - Lameras, Petros
AU - Dunwell, Ian
PY - 2014
Y1 - 2014
N2 - THE GROWTH is an environmental game aiming to tackle growing population issues and its impact on natural environment. The game also extends to cover social issues and unsustainable resources consumption caused by rapid population growth. Unlike many environmental games, THE GROWTH demonstrates that financial, social and health factors can be improved simply by committing to sustainable consumption patterns. The game aims to investigate the possibility of using serious games to promote players' environmental awareness and ultimately, the possibility of using serious games to modify players' consumption patterns. This game is designed for a specific target group of male population between 20-30 years of age in Bangkok (Thailand) and is focused on environmental issues raising the residential accommodation. Early experimental sessions were conducted with 17 participants and this paper presents the preliminary results of the study.
AB - THE GROWTH is an environmental game aiming to tackle growing population issues and its impact on natural environment. The game also extends to cover social issues and unsustainable resources consumption caused by rapid population growth. Unlike many environmental games, THE GROWTH demonstrates that financial, social and health factors can be improved simply by committing to sustainable consumption patterns. The game aims to investigate the possibility of using serious games to promote players' environmental awareness and ultimately, the possibility of using serious games to modify players' consumption patterns. This game is designed for a specific target group of male population between 20-30 years of age in Bangkok (Thailand) and is focused on environmental issues raising the residential accommodation. Early experimental sessions were conducted with 17 participants and this paper presents the preliminary results of the study.
KW - Applications: Education
KW - Applications: Entertainment
KW - Applications: Virtual worlds and social computing
KW - Interaction and navigation in VR and MR: Immersion
KW - serious games
UR - http://www.scopus.com/inward/record.url?scp=84903650322&partnerID=8YFLogxK
UR - https://link.springer.com/chapter/10.1007%2F978-3-319-07464-1_20
U2 - 10.1007/978-3-319-07464-1_20
DO - 10.1007/978-3-319-07464-1_20
M3 - Conference publication
AN - SCOPUS:84903650322
SN - 9783319074634
VL - 8526 LNCS
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 210
EP - 221
BT - Virtual, Augmented and Mixed Reality
PB - Springer
Y2 - 22 June 2014 through 27 June 2014
ER -