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

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...

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Main Authors: Rachel Tiller, Ina Helene Ahlquist, Håvard Almås, Emily Cowan, Dorothy Dankel, Magnus Hakvåg
Format: Article
Language:English
Published: Cambridge University Press 2025-01-01
Series:Cambridge Prisms: Plastics
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Online Access:https://www.cambridge.org/core/product/identifier/S2755094X2400035X/type/journal_article
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author Rachel Tiller
Ina Helene Ahlquist
Håvard Almås
Emily Cowan
Dorothy Dankel
Magnus Hakvåg
author_facet Rachel Tiller
Ina Helene Ahlquist
Håvard Almås
Emily Cowan
Dorothy Dankel
Magnus Hakvåg
author_sort Rachel Tiller
collection DOAJ
description 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.
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issn 2755-094X
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publishDate 2025-01-01
publisher Cambridge University Press
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series Cambridge Prisms: Plastics
spelling doaj-art-a80b3192f9334312b2fe95727293712a2025-01-17T10:34:28ZengCambridge University PressCambridge Prisms: Plastics2755-094X2025-01-01310.1017/plc.2024.35Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly!Rachel Tiller0https://orcid.org/0000-0002-2505-9194Ina Helene Ahlquist1https://orcid.org/0009-0009-1563-4085Håvard Almås2Emily Cowan3https://orcid.org/0000-0002-3550-0449Dorothy Dankel4Magnus Hakvåg5SINTEF Ocean, Fisheries and New Biomarine Industry, Brattørkaia 17C, Trondheim N-7010, NorwaySINTEF Ocean, Fisheries and New Biomarine Industry, Brattørkaia 17C, Trondheim N-7010, NorwayHouse of Knowledge, Kirkeveien 157E, 1383 Asker, Norway Norwegian University of Science and Technology, Høgskoleringen 1,7034 Trondheim, NorwaySINTEF Ocean, Fisheries and New Biomarine Industry, Brattørkaia 17C, Trondheim N-7010, NorwaySINTEF Ocean, Climate and Environment, Brattørkaia 17C, Trondheim N-7010, NorwayHouse of Knowledge, Kirkeveien 157E, 1383 Asker, NorwaySerious 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.https://www.cambridge.org/core/product/identifier/S2755094X2400035X/type/journal_articleeducational gamesgame-based learningocean literacyserious gamessustainable development goals
spellingShingle Rachel Tiller
Ina Helene Ahlquist
Håvard Almås
Emily Cowan
Dorothy Dankel
Magnus Hakvåg
Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly!
Cambridge Prisms: Plastics
educational games
game-based learning
ocean literacy
serious games
sustainable development goals
title Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly!
title_full Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly!
title_fullStr Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly!
title_full_unstemmed Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly!
title_short Ocean literacy and how serious games can play a part: the case of the jellyfish and the microplastics governance game MoreGoJelly!
title_sort ocean literacy and how serious games can play a part the case of the jellyfish and the microplastics governance game moregojelly
topic educational games
game-based learning
ocean literacy
serious games
sustainable development goals
url https://www.cambridge.org/core/product/identifier/S2755094X2400035X/type/journal_article
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