The Circular Game: The Impact of Gaming on Sustainable Behaviour

Authors

DOI:

https://doi.org/10.34190/ecgbl.18.1.2647

Keywords:

Sustainable behaviour, Game-based learning, board game, Environmental Sustainable Education, Education for Sustainable Development, Environmental awareness

Abstract

The main objective of this paper is to assess the impact of The Circular Game use on participants' sustainable awareness, learning and behaviour. The Circular Game is a strategy board game to learn about sustainability, improve environmental awareness, apply circular economy strategies, and train to design innovative and circular business models. Researchers will analyse changes in participants' sustainable knowledge, awareness, and behaviour before and after participation in the game with ad hoc questionnaires. The results of this analysis will allow us to test whether the emotions generated during the play-based learning process can condition their environmental awareness, learning and behaviour towards greater sustainability in the future. The game can generate emotions in participants and work teams, promote collaborative and green knowledge acquisition, and help bachelor and master students and employees apply theoretical knowledge to real-world situations. Similarly, companies and entrepreneurs need a relaxed environment to present their ideas and proposals for improvement. This methodology uses game elements in academic or working environments to stimulate and challenge participants to incorporate sustainable business choices. The Circular Game is a game in which participants compete to be the company that applies the most circular economy strategies in its business model. The groups advance through a circular board where, depending on the squares they land on, they can earn money, invest in circular economy strategies, and add or reduce CO2 emissions. The winner will be the one who has completed all the circular economy strategies set out in the game with the minimum of CO2 emissions. The social impact is substantial as it is a methodology that can be applied in any field, educational or business. The impact will be more significant if the game's objective, to be more sustainable, is translated into the participants' real lives.

Author Biographies

Esther Quevedo-Puente, Universidad de Burgos

Esther de Quevedo-Puente is a full professor in Management undergraduate degrees and in the Master degree of Circular Economy at the Universidad de Burgos. Her research is focused on Corporate Social Responsibility management and sustainable management. She has been published in high impact journals.

Clara Pérez-Cornejo, Universidad de Burgos

Clara Pérez Cornejo is an associate professor at the Universidad de Burgos (Spain). Her research is  focused on Corporate Reputation Management, Corporate Governance, Corporate Social Responsibility, Circular Economy and Enterprise Risk Management. She teaches CSR in bachelor's and master's degrees. She has published in high impact academic journals.

Blanca López-García, Universidad de Burgos

Blanca López García is a part-time lecturer in strategic management and entrepreneurship at the Universidad de Burgos. She is a PhD candidate and her research is focused on the role of love in value creation and the contribution of companies to the collective well-being and prosperity of society. 

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Published

2024-10-07