A game to motivate actions to mitigate Climate Change at home
A game to motivate actions to mitigate Climate Change at home
The challenge was to design a videogame that motivated users to take pro-environmental actions in the effort to mitigate climate change.
The game aims to increase the user’s motivation and sense of agency by showing how our actions affect distant environments.
Story
Story
The Arctic Fox suffered the change in its environment. The arctic tundra shrank giving space to the boreal forest, where new hostile predators and human-produced pollution menace the existence of any animal incapable of adapting…or run away!
Your choices make the difference! You can help the Arctic Fox to get safely to its environment by guiding it and taking care of your own habits.
The Arctic Fox suffered the change in its environment. The arctic tundra shrank giving space to the boreal forest, where new hostile predators and human-produced pollution menace the existence of any animal incapable of adapting…or run away!
Your choices make the difference! You can help the Arctic Fox to get safely to its environment by guiding it and taking care of your own habits.
The game is divided into the main fox’s story and two parallel mini-games. Here the user must sort trash and have good energy-saving habits. The results of the mini-games directly affect the fox’s environment and the difficulty of the game.
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My roles
My roles
Art director, designer, and producer of all graphic assets.
Research on emotion elicitation in games and through graphics
Conceptualization and game design.
Level design based on emotional theories and UX principles.
Process
The character was designed to show different emotional states. We tested whether the users’ emotional response aligned to the character’s conveyed emotion. For this test, we used facial EMG (Facial electromyography).
In addition, we tested motivation and sense of agency towards acting upon climate change, and whether playing the game made a change in the players’ intentions.
The character was designed to show different emotional states. We tested whether the users’ emotional response aligned to the character’s conveyed emotion. For this test, we used facial EMG (Facial electromyography).
In addition, we tested motivation and sense of agency towards acting upon climate change, and whether playing the game made a change in the players’ intentions.
Environment Design
The different levels of the game are divided into three environments: Boreal Forest, Tundra, and Arctic.