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Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly!

Published online by Cambridge University Press:  22 November 2024

Rachel Tiller
Affiliation:
SINTEF Ocean, Fisheries and New Biomarine Industry, Brattørkaia 17C, Trondheim N-7010, Norway
Ina Helene Ahlquist*
Affiliation:
SINTEF Ocean, Fisheries and New Biomarine Industry, Brattørkaia 17C, Trondheim N-7010, Norway
Håvard Almås
Affiliation:
House of Knowledge, Kirkeveien 157E, 1383 Asker, Norway Norwegian University of Science and Technology, Høgskoleringen 1,7034 Trondheim, Norway
Emily Cowan
Affiliation:
SINTEF Ocean, Fisheries and New Biomarine Industry, Brattørkaia 17C, Trondheim N-7010, Norway
Dorothy Dankel
Affiliation:
SINTEF Ocean, Climate and Environment, Brattørkaia 17C, Trondheim N-7010, Norway
Magnus Hakvåg
Affiliation:
House of Knowledge, Kirkeveien 157E, 1383 Asker, Norway
*
Corresponding author: Ina Helene Ahlquist; Email: ina.h.ahlquist@sintef.no
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Abstract

Serious games are a method that can be used to reach the public on complex topics related to the ocean. Although games used for learning generally, and ocean literacy specifically, have developed gradually since the 1970s, it was not until the popularization of digital games, around the turn of the millennium, that serious games rose to prominence in academia. Since then, vast amounts of serious games research have been published each year – chiefly on digital games, but also increasingly on hybrid and analogue games. In this article, we present results from a series of serious games that were played in three geographical regions in Norway with future-generation stakeholders and tie this to ocean literacy. We report on the potential benefits of serious games for learning and motivation based on these results. The games were played within the context of the United Nations Decade of Ocean Science, the sustainable development goals and multilevel governance, with a special focus on microplastic pollution and jellyfish blooms. We argue that using serious games can be beneficial not just for outreach but also as a tool for unintrusive collection of qualitative data in the form of narratives from transcriptions post-gaming session and contribute to ocean literacy.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2024. Published by Cambridge University Press
Figure 0

Figure 1. Map of Norway and case area locations (Tromsø, Trondheim, and Bergen).

Figure 1

Figure 2. The four SDGs presented to the players at the beginning of the game. The description of the relevant indicators and targets were given on the back of the cards to give full context to the players.

Figure 2

Figure 3. Event card with three sustainability pillars to be evaluated.

Figure 3

Figure 4. Governance strategies where the player(s) must choose one of the alternatives and then assign the effect on three sustainability pillars.

Figure 4

Figure 5. Digital game board.

Figure 5

Table 1. SDG goal rankings from each area

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Author comment: Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly! — R0/PR1

Comments

Dear Editor,

We wish to submit an original research article entitled “Ocean literacy and how serious games can play a part: the case of the jellyfish and microplastics governance game MoreGojelly!” for consideration by Cambridge Prisms: Plastics.

We confirm that this work is original and has not been published elsewhere, nor is it currently under consideration for publication elsewhere.

In this paper, we report on the use of Serious Games as a method to increase Ocean literacy, with a special focus on microplastic pollution and jellyfish blooms. This is significant because although efforts such as the multilateral treaty to end plastic pollution and forging an internationally legally binding agreement by 2024 takes the world in the right direction, to be efficient, especially the treaty will need public support and a common understanding that this is a matter of utmost importance. This, however, depends on tools that can ensure that the public becomes more knowledgeable about the ocean, and the functioning thereof, to collectively take action to preserve it.

We believe that this manuscript is appropriate for publication by Cambridge Prisms: Plastics because it provides evidence of the necessary and potential benefits of Serious Games as a tool to tackle major societal challenges posed by plastics. It covers topics that underpin the intersection of science and policy relating to marine plastic pollution and the role of ocean literacy to take appropriate action.

We have no conflicts of interest to disclose.

Please address all correspondence concerning this manuscript to me at ina.h.ahlquist@sintef.no

Thank you for your consideration of this manuscript.

Sincerely,

Ina Helene Ahlquist

Review: Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly! — R0/PR2

Conflict of interest statement

I met the authors at a conference. It is the extent of our relationship.

Comments

Hello. I apologize for the delays in returning this review. I have been sick. Thank you for your understanding. For the review, I do not see anything in the submission that would require a rejection. I have, however, some points I believe needs to be addressed before final publication. This is why I recommend minor revisions to the manuscript before acceptance.

The article delves into the effectiveness of serious games in enhancing ocean literacy, specifically addressing the dual challenges of jellyfish blooms and microplastic pollution. The game’s development is contextualized within broader efforts to engage the public in ocean science and conservation, aligning with the United Nations Decade of Ocean Science and the Sustainable Development Goals. By engaging students in gameplay that simulates environmental scenarios, the study aims to foster a deeper understanding of marine ecosystems and the impact of human activities on ocean health.

The research methodology involves interactive sessions with students, feedback collection, and analysis of the game’s impact on participants' knowledge and attitudes towards ocean conservation. The findings suggest that serious games can be an effective tool for environmental education, offering an immersive and interactive experience that traditional teaching methods may lack. The game not only increased awareness among students about marine issues but also motivated them to learn more and take action.

The article has a number of strengths that shouldn’t be understated. First, it uses an innovative methodology, levering insights from a game to showcases how learning occurs over critical issues. Second, it provides the reader with empirical evidence suggesting a link between active learning and motivated engagement with ocean-related issues. Finally, it demonstrates what inter-disciplinary research has to offer in terms developing educational tools for the masses.

That being said, there is a number of issues in the paper I would like the authors to address. The first is the lack of pre-analysis data in the paper. The paper spends a lot of real estate establishing the impact of plastic pollution in the ocean, the steps being taken by the United Nations to rectify the situation (the UN Decade of Ocean Science for example), and the state of ocean literacy (pages 2 to 4). The framing of the paper is about the dire issue of the ocean and how to increase ocean literacy to create grassroot pressures for change.

However, nowhere in the Ocean Literacy section is there a discussion of the actual ocean literacy in the public. The section discusses the need to engage with citizens, and some of the tools put forward to do so, but nowhere does it provide the reader with a baseline. Given the framing of the paper, it would be important to set the stage for the current lack of education on the central question of the paper, and how it is creating the problems we are seeing. Without it, the paper has a problem that has no clear metric. As such, it is unclear why we need new tools to increase literacy. I believe adding statistics or any metrics showcasing the lack of literacy to be important in this section.

Related to this point, the choice of focusing solely on high school students from coastal cities limits the generalizability of the findings. It is likely that students in coastal villages are going to be more aware of oceanic issues than most. The sample of convenience is easy to establish, but it needs to be established in the paper. Moreover, I believe the conclusions taken from the outcomes of the games need to be qualified according to whom the players were and their coastal location in Norway.

The second is that the methodology section needs to explain the game design choices made by either the authors or House of Knowledge. My understanding from reading this section is that the game was designed in collaboration between SINTEF Ocean and House of Knowledge. The section spends a lot of time explaining the game itself, but little explaining the game design choices beyond the section between lines 274 and 277 explaining the logic of the game.

There are significant choices made here without justification. For example, lines 285 and 286 mentions how the contextual cards are developed using sustainable development goals. There is no mention, however, of where these goals are coming from. Are they informed by a specific body of knowledge or literature? If yes, please specify and link to your game design choices. If no, please explain how they were generated and how they link to the game design.

Another unspecified game design choice comes between lines 295 and 297. The authors explain that they asked the student players to rank order their most important goals. What justifies this design solution? What was the theoretical thinking behind this choice? This part could have been done many different ways. Please justify why you made the choice you made.

My third main point rest on the learning aspect of the paper. Namely, the linkage between the theoretical section on learning and the results section needs to be bolstered. As it stands, both sections feel disconnected despite some minimal linkage her and there. The learning section on page 5 places emphasis on sociality, situatedness, and experientiality. These concepts need to be linked to the empirical section in a more systematic way using the survey responses of the participants. The setup of the paper makes it clear that these three processes are the one through which we learn. As such, it needs to be shown how present they were in the answers of the player.

Moreover, I would like to see more of the pre-knowledge of the players in this section to better demonstrate that there was some learning. Lines 331-333 says many groups changed their priorities after playing. Why? Do you have a debrief of this? Additionally, there’s a reference for example on line 359 to one player’s not truly understanding what the economic argument was. That’s a good empirical marker to then see changes after having played the game. Was there a debriefing survey to ask players why they repositioned their game after playing? If yes, it would be important to add more of this information in the results section.

The rest here is mostly nitty-gritty adjustments. The article should also be proofread thoroughly before resubmission. There are many grammatical mistakes in the paper and small syntax stuff.

I think the introduction could provide an overview of the findings to help guide the readers. A couple sentences could fit well after lines 86-88.

A couple of lines explaining why you choose students from coastal cities might be useful (lines 257-258). Was this a sample of convenience? In any case, please explain your choice.

Line 261 adding a one sentence description of what the snowball method is would be useful.

Lines 271-272 did you notice any differences in how players learned in the online game versus the physical one? If so, it might be interesting to put a few lines explaining what those where and what it might mean.

Recommendation: Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly! — R0/PR3

Comments

No accompanying comment.

Decision: Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly! — R0/PR4

Comments

No accompanying comment.

Author comment: Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly! — R1/PR5

Comments

Dear Editors,

This is a resubmissions with new figures in pdf this time - as well as the graphical abstract and updated as such in the main documents. We have also included main document - both clean and not - in both .doc and .pdf versions as per your request.

We would like to change the affiliation of author Emily Cowan to Fisheries and New Biomarine Industry at SINTEF Ocean (and not Climate and Environment as it says in the online submission). We would also like to remove “MoregoJelly” from the title as it is too much identification and would not in any way be an anonymous title. Can you make that change for us?

Sincerely,

Rachel Tiller

Recommendation: Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly! — R1/PR6

Comments

No accompanying comment.

Decision: Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly! — R1/PR7

Comments

No accompanying comment.