At a glance
EarthGames plans to build a video game called 60 Second Sustainability(60SS) for… Read full summary
- Funding received
- 2017-2018
- Large
- Awarded
- $26,043
- Funding partners
-
- Services and Activities Fee (SAF)
- Website & social links
EarthGames plans to build a video game called 60 Second Sustainability(60SS) for mobile phones and tablets that educates students about many sustainability actions they can take on campus, while promoting and building bridges among RSOs. We seek to educate a new audience of students about sustainability actions they can take, and spread the word about campus organizations. The cost is $26,043, which will go to student managers and a professional game developer on staff with EarthGames. The game will be made available for free to download for mobile devices, and shown in a variety of tabling settings and events across campus. The game, which recently won the Audience Choice Award at the UW Sustainability Game Jam, will consist of many 5-10 second "microgames" played in quick succession, which allows us to introduce many sustainability concepts in a short period of time.
EarthGames (www.earthgames.org) plans to build a video game called 60 Second Sustainability (60SS) for mobile phones and tablets that educates students about many sustainability actions they can take on campus, while promoting and building bridges among RSOs. We seek to educate a new audience of students about sustainability actions they can take, and spread the word about campus organizations. The cost is $26,043, which will go to student managers and a professional game developer on staff with EarthGames. The game will be made available for free to download for mobile devices, and shown in a variety of tabling settings and events across campus. The game, which recently won the Audience Choice Award at the UW Sustainability Game Jam, will consist of many 5-10 second "microgames" played in quick succession, which allows us to introduce many sustainability concepts in a short period of time.
Judy Twedt
Project lead
- jtwedt@uw.edu
- Affiliation
- Student
Dargan Frierson
Team member
- dargan@uw.edu
- Affiliation
- Faculty
EarthGames would like to build a video game for mobile phones and tablets that educates students about sustainability actions they can take on campus and promotes sustainability RSOs that they can participate in.
Earlier this month at the Sustainability Game Jam (sponsored by CSF), a team led by EarthGames lead designer Samuel Dassler built a game prototype called "60 Second Sustainability." The game is made up of many "microgames," which is a style popularized in games like the WarioWare series. A round of microgames is frantic: you play approximately 10 of these mini-games within a single minute of play time. The frenetic nature of a microgame-based app means that it can be used to communicate a large number of sustainability concepts in a short amount of time.
The prototype currently includes actions such as putting your reusable bottle under the water tap to fill it up, raising a solar panel, bringing your own bag to the farmer's market, screwing in a more efficient light bulb, turning out the lights, and sorting waste into compost, recycling and garbage.
The game was quite popular at the showcase after the jam, and won the Audience Choice Award for best game. We are proposing to expand the game by making the actions more specific to UW, and co-designing microgames with various sustainability organizations on campus. For instance, to support the SEED effort to encourage students to wash clothes in cold water using fragrance free powdered detergents, we could design a microgame in which the player changes a washing machine temperature setting to cold, and selects the right detergent within 4 seconds. To help encourage proper waste disposal, we would depict the correct placement of items that when incorrectly sorted cause the most damage at UW, such as e-waste and liquid into paper recycling bins.
Microgames often have an air of silliness to them, and it is important to us that any representation of an RSO is positive to a wide range of players. In order to accomplish this, we would work closely with representatives from each RSO included in both preproduction and testing phases. Initial responses from members of sustainability RSOs have been enthusiastic.
A key component of this project is using existing, student-run sustainability initiatives to inspire the microgames and build awareness of the extensive work that student groups are already doing. Social science research shows that peer modeling is one of the most effective forms of behavior change. By showcasing the work of student groups in these games, we will be drawing on the power of peer modeling to encourage other students to think and act sustainably.
We hope that the game would be frequently utilized in tabling events by EarthGames and also participating RSOs, in addition to downloads we will receive on the iOS and Google Play app stores, where the game will be posted for free. In order to make the game appealing in a tabling context, we recognize that the look of the game must be particularly striking. Microgame-based apps should work well in a group setting, with fast-moving content, simple rules, and difficult gameplay inspiring "just one more try" reactions from a crowd. We think that a sustainability video game will encourage a whole new type of student to engage with sustainability activities.
EarthGames is up to the task of developing a high-quality, visually appealing, and fun game in a short time and on a limited budget. Our team includes undergraduate student artists and content creators, a professional game developer with significant experience working with student teams, a graduate student with extensive work in campus organizing, and a faculty liaison with a strong track record of supporting student outreach and engagement. EarthGames has released 5 apps to the iOS and Google Play app stores, and shares game announcements and updates with a quarterly newsletter that is read by over 500 readers both on and off campus.
We would complete the first version of the game by the end of spring quarter, and finalize art during the summer. We would organize a rollout event corresponding with Dawg Daze at the beginning of next year, to encourage new enrollment in the RSO and inform new students of sustainability actions they can take on campus.
We are requesting funds to support:
Undergraduate student artist Rivkah Parent: 200 hours @ $20/hour *1.207 (benefit rate) = $4828
EarthGames lead designer Samuel Dassler: 11 weeks @ $1000/week *1.325 (benefit rate) = $14575
Graduate student community manager Judy Twedt: 150 hours @ $25/hour*1.207 (benefit rate) = $4526
Undergraduate student programmer: 100 hours @ $15/hour = $1810
Prof. Dargan Frierson: unfunded project manager
Total: $25737
Request amount and budget
How the project will react to funding reductions
Potential funding reductions: 5%: deduct from student programmer hours, 1 fewer microgame produced and less student participation in game development 10%: eliminate student programmer position, reduce Twedt/Parent hours by 15 each, would result in 1-2 fewer microgames built 20%: eliminate student programmer position, reduce Twedt/Parent hours by 63 each, would result in half the microgames included
Plans for financial longevity
The 60SS app will be maintained by the EarthGames group. EarthGames Studio is an official UW class that is offered at least twice each year. We anticipate that the 60SS game will forge lasting relationships with green RSOs across campus, so we can roll out new microgames associated with campus groups and their evolving initiatives. These can be released via updates through the app stores, which takes anywhere from ~1 hour (Google Play store) to ~2 days (iOS App Store) to become available.
We will also make sure that the app continues to run on new-generation phones and tablets. We utilize the Unity game engine, which has frequent updates in order to assure that apps made with the engine can run on state-of-the-art devices.
Problem statement
With 60SS, we aim to expand the perception of ‘who does sustainability’ by using student-inspired digital games to build connections, both within existing groups and to new students who might not otherwise think about sustainability.
A large body of market research suggests that peer modeling is a powerful motivator for behavior change. This game capitalizes on the power of peer-modeling to influence individual and collective behavior around sustainability. The games will target many, small-scale sustainability actions that students can take, including reducing waste, encouraging composting, energy efficiency, lowering carbon footprint, and joining a green group on campus. The microgames will be linked with the current campaigns of environmental RSO groups. By showcasing a series of individual actions that are connected to the work of student groups, the game will promote social bonding around sustainability values, and individual behavior changes.
For instance, to support the SEED effort to encourage students to wash clothes in cold water using fragrance free powdered detergents, we could design a microgame in which the player changes a washing machine temperature setting to cold, and selects the right detergent within 4 seconds. To help encourage proper waste disposal, we would depict the correct placement of items that when incorrectly sorted cause the most damage at UW, such as e-waste and liquid into paper recycling bins. To raise awareness of the Global Sustainability Initiative's biogas food truck project, we may depict composting food scraps into a digester and lighting the biogas produced.
Measure the impacts
We will measure the impacts by tracking the number of downloads of the app and the number of showings and people reached at campus events. We will also track involvement of sustainability RSOs using metrics such as the number of microgames produced and participant involvement at different levels.
We will solicit feedback, through surveys, from participating RSO’s in two phases:
- After the design phase, to assess the impact of the participation on the RSOs
- After launch events, to gauge the response of participants
These survey results from both end-users and RSOs will be summarized in a blog about the process of collaborative sustainability game design.
Our goals for involvement is participation of 8 RSOs, implementation of 15 microgames, 50 students involved in game development, and 1000 downloads of the game in the first 3 months.
Education and outreach goals
A big source of the outreach will be through existing student networks. Part of the co-design plan for each RSO will be to commit to showcase the game at one or more event(s).
We look forward to showcasing the game at campus events including Fall Sustainability Fair, Dawg Daze, Earth Day 2019, and through coordination with Student Life and HFS. We will also collaborate with RSO’s to host drop-in events in the Odegaard Library media arcade, and the HUB Game Center, and with the UW Game Club.
Online publicity will include the quarterly EarthGames newsletter, which reaches over 500 people, and through EarthGames social media channels. We will invite each sustainability organization who participates in co-design to write a blog entry about their microgame development process, which we expect will generate interest among game designers in the EarthGames network.
Student involvement
The project will involve many students across campus at various levels of commitment, ranging from building the app, to co-designing and testing microgames, to distributing the app. Three student managers will be paid for their involvement. Judy Twedt, a graduate student in the Interdisciplinary Individualized Ph.D. program is managing the project. She is a Husky Green Award winner, College of the Environment Outreach award winner, and is experienced with making connections among groups at UW and in the broader community as evidenced by her leadership of the UAW Climate Caucus Speaker's Bureau, and service with the Alliance for Jobs and Clean Energy. Rikki Parent will serve as lead artist for the project. Rikki is majoring in atmospheric sciences and has contributed much of the art for previous EarthGames releases including A Caribou's Tale, Erode Runner, Soot Out at the 0o C Corral, and EcoTrivia: Save the Animals. An undergraduate programmer, potentially Alexey Beall, the creator and sole programmer of Dark Side of the Earth, will contribute to programming the game within the Unity game engine.
We will also involve the ATM S 495: EarthGames Studio class with co-design of the games. This largely independent study class averages around 10-15 students each quarter, and current and previous students have expressed great enthusiasm about participating in development and testing of 60SS. The class frequently tests, critiques, and tunes prototype games in the weekly classroom meeting.
Finally, we plan to engage a large number of sustainability RSOs in co-designing the game. We have had preliminary conversations with groups including WashPIRG, SEED, SAGE, Green Husky Coalition, the UW Sustainability Action Network, Global Sustainability Initiative, and UW Solar about contributing their own theme, task, or action item into the micro-games. Student groups have expressed a keen interest and excitement in contributing to the microgames. This opportunity to co-design the microgames offers student RSO’s several benefits: (1) the creation of a tool to engage new audiences or members, (2) promotion of their chosen sustainability goals and values, (3) design and teamwork skill-building through the co-development process, (4) connecting with other student groups across campus through the game, to amplify and mutually reinforce the overlapping sustainability goals of groups around campus.