DOI QR코드

DOI QR Code

Analysis of the Effects of Positive and Negative VR Game Contents on Enhancing Environmental Awareness Based on Self-Reliant and Team-Based Play Styles

개인 플레이와 협동 플레이 방식에서 긍정적 및 부정적 VR 콘텐츠가 환경 인식 개선에 미치는 영향

  • Jihun Chae (School of Global Entrepreneurship and ICT, Handong Global University) ;
  • Seungeun Yoo (School of Counseling Psychology and Social Welfare, Handong Global University) ;
  • Youngsung Lee (School of Global Entrepreneurship and ICT, Handong Global University) ;
  • Yunsub Kim (School of Global Entrepreneurship and ICT, Handong Global University) ;
  • Hyeonjin Kim (School of Global Entrepreneurship and ICT, Handong Global University) ;
  • Daseong Han (School of Global Entrepreneurship and ICT, Handong Global University)
  • Received : 2023.06.17
  • Accepted : 2023.07.05
  • Published : 2023.07.25

Abstract

This paper presents a motion-capture-based projection VR system to explore the effectiveness of gamification in improving environmental awareness. We examine the key components of positive and negative VR game content and analyze the impact of individual and cooperative play methods on promoting sustainable behaviors. Our findings are as follows. Firstly, we discovered that the use of positive content in individual play mode was effective in improving awareness of the importance of recycling. Secondly, we confirmed that the use of positive content in cooperative play mode and the use of negative content in individual play mode were each effective in enhancing awareness of the seriousness of environmental pollution. Thirdly, we found that experiencing positive content first, followed by negative content, in individual play mode was effective in increasing interest in the environment. Based on these findings, we determined that adjusting the order of use of positive and negative content is more effective than simply using positive or negative content alone for improving environmental awareness. Moreover, considering the importance of recycling, the seriousness of environmental pollution, and the level of interest in the environment, we confirmed that individual play mode is effective and cooperative play mode can be more effective depending on the measure.

본 연구는 모션캡처 기반의 투영형 VR 시스템을 이용하여 환경 인식도를 개선하는 게임화의 유효성을 탐색하였다. 그 과정에서 긍정적 및 부정적인 VR 게임 콘텐츠의 주요 요소와 개인 플레이와 협동 플레이 방식이 지속 가능한 행동 촉진에 어떠한 영향을 미치는지 분석하였다. 연구 결과는 다음과 같다. 첫째로, 분리수거의 중요성에 대한 인식 개선에서는 개인 플레이 방식에서 긍정적 콘텐츠의 사용이 효과적임을 발견하였다. 둘째로, 환경오염의 심각성에 대한 인식 증진에서는 협동 플레이 방식에서 긍정적 콘텐츠의 사용, 개인 플레이 방식에서는 부정적인 콘텐츠의 사용이 각각 효과적임을 확인하였다. 셋째로, 개인 플레이에서 긍정적인 콘텐츠를 먼저 경험한 후, 부정적인 콘텐츠를 경험하는 것이 환경에 대한 관심 증가에 효과적임을 확인하였다. 이 연구 결과를 바탕으로, 환경 인식 개선을 위해 단순히 긍정적이거나 부정적인 콘텐츠만을 사용하는 것보다, 개선 대상에 따라 긍정적인 콘텐츠와 부정적인 콘텐츠의 사용 순서를 조절하는 것이 더 효과적임을 확인하였다. 또한, 분리수거의 중요성, 환경오염의 심각성, 그리고 환경에 대한 관심도를 모두 고려할 때, 개인 플레이 방식이 효과적이며, 각 척도에 따라 협동 플레이 방식이 더 효과적일 수도 있음을 확인하였다.

Keywords

Acknowledgement

이 논문은 2023년도 한동대학교의 연구년 지원에 의하여 작성되었음(HGU-2023)

References

  1. Ukaogo, P. O., Ewuzie, U., & Onwuka, C. V. (2020). Environmental pollution: causes, effects, and the remedies. In Microorganisms for sustainable environment and health (pp. 419-429). Elsevier. 
  2. Elleuch, B., Bouhamed, F., Elloussaief, M., & Jaghbir, M. (2018). Environmental sustainability and pollution prevention. Environmental Science and Pollution Research, 25, 18223-18225.  https://doi.org/10.1007/s11356-017-0619-5
  3. Duroy, Q. M. (2005). The determinants of environmental awareness and behavior. Journal of Environment and Development, 1-26. 
  4. Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. 
  5. Yu, W., & Jin, X. (2022). Does environmental information disclosure promote the awakening of public environmental awareness? Insights from Baidu keyword analysis. Journal of Cleaner Production, 375, 134072. 
  6. Abbas, M. Y., & Singh, R. (2014). A survey of environmental awareness, attitude, and participation amongst university students: A case study. International Journal of Science and Research, 3(5), 1755-1760. 
  7. Simsekli, Y. (2015). An implementation to raise environmental awareness of elementary education students. Procedia-Social and Behavioral Sciences, 191, 222-22  https://doi.org/10.1016/j.sbspro.2015.04.449
  8. Santti, U., Happonen, A., & Auvinen, H. (2020, May). Digitalization boosted recycling: Gamification as an inspiration for young adults to do enhanced waste sorting. In AIP Conference Proceedings(Vol. 2233, No. 1, p. 050014). AIP Publishing LLC. 
  9. Hsu, C. L. (2022). Applying cognitive evaluation theory to analyze the impact of gamification mechanics on user engagement in resource recycling. Information & Management, 59(2), 103602. 
  10. Briones, A. G., Chamoso, P., Rivas, A., Rodriguez, S., De La Prieta, F., Prieto, J., & Corchado, J. M. (2018). Use of gamification techniques to encourage garbage recycling. a smart city approach. In Knowledge Management in Organizations: 13th International Conference, KMO 2018, Zilina, Slovakia, August 6-10, 2018, Proceedings 13 (pp. 674-685). Springer International Publishing. 
  11. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining" gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). 
  12. Hamari, J. (2007). Gamification. The Blackwell encyclopedia of sociology, 1-3. 
  13. Najjar, E., & Salhab, R. (2022). Position Paper: Gamification in the Learning Process. iJOE, 18(01), 149. 
  14. Bhattacharjee, S., & Ghosh, S. (2013). Usefulness of role-playing teaching in construction education: A systematic review. In 49th ASC annual international conference, San Luis Obispo, CA. 
  15. Korpela, K. M., Klemettila, T., & Hietanen, J. K. (2002). Evidence for rapid affective evaluation of environmental scenes. Environment and behavior, 34(5), 634-650.  https://doi.org/10.1177/0013916502034005004
  16. Hietanen,J. K., & Korpela, K. M. (2004). Do both negative and positive environmental scenes elicit rapid affective processing? Environment and behavior, 36(4), 558-577.  https://doi.org/10.1177/0013916503261391
  17. Parsons, R. (1991). The potential influences of environmental perception on human health. Journal of environmental psychology, 11(1), 1-23.  https://doi.org/10.1016/S0272-4944(05)80002-7
  18. Nnorom, I. C., Ohakwe, J., & Osibanjo, O. (2009). Survey of willingness of residents to participate in electronic waste recycling in Nigeria-A case study of mobile phone recycling. Journal of cleaner production, 17(18), 1629-1637.  https://doi.org/10.1016/j.jclepro.2009.08.009
  19. Arain, A. L., Pummill, R., Adu-Brimpong, J., Becker, S., Green, M., Ilardi, M., ... & Neitzel, R. L. (2020). Analysis of e-waste recycling behavior based on survey at a Midwestern US University. Waste Management, 105, 119-12