Gameful IoT Repair
Keywords:
serious games, research-through-design, internet of things, speculative design, sustainabilityAbstract
Electronic Waste (e-waste) is the fastest growing waste stream worldwide, and the proliferation of Internet of Things (IoT) devices is greatly accelerating e-waste production. IoT devices are often designed to limit repairability and shorten lifespans, resulting in products rendered prematurely obsolete. Additionally, guidance that should inform consumers how to responsibly manage a products end-of-life is severely lacking, leading to improper disposal and further environmental harm. This paper argues that challenging these harmful cycles requires citizens and communities to have better access to knowledge and practical skills - which are essential to successfully embrace a culture of repair and reuse towards a wider sustainability transition. This paper presents two Serious Games - Re:Play and RepairLand - interactive experiences aiming to engage and educate. Applying Research-through- Design and Speculative Design approaches, this paper presents our design decisions and critical reflections that shaped the development of these games.Downloads
Published
2025-06-16
Bibtex
@Conference{digra2484, title ="Gameful IoT Repair", year = "2025", author = "Owen, Violet and Stead, Michael and Coulton, Paul", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/2484}", booktitle = "Conference Proceedings of DiGRA 2025: Games at the Crossroads"}
Proceedings
Section
Papers
License
© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
allowed, commercial use requires specific permission from the author.