skip to main content
10.1145/2771839.2771843acmconferencesArticle/Chapter ViewAbstractPublication PagesidcConference Proceedingsconference-collections
research-article

Fishing with friends: using tabletop games to raise environmental awareness in aquariums

Published:21 June 2015Publication History

ABSTRACT

We present the design and evaluation of an exhibit on the consequences of overfishing that we deployed at a local aquarium. The exhibit, Fishing with Friends, is a multiplayer game in which visitors compete to earn money by catching fish. As the game progresses, overzealous fishing results in damage to a simulated ocean ecosystem. Our goal is to encourage visitors to reflect on damage caused by overfishing and discuss strategies to preserve shared ocean resources. Aquariums are leading the effort to inform the general public about issues of marine sustainability. However, it is challenging to make these complex topics engaging and accessible to a diverse audiences in real-world settings. We conducted a study with 523 visitors at the aquarium to evaluate our design. Results from a questionnaire suggest that engagement with Fishing with Friends improved our target audience's awareness of environmental issues compared to those who were not exposed to the game. Our results also highlight challenges of using interactive tabletops displays in crowded and chaotic exhibit halls. On average, 52.6 visitors interacted with the game every hour that the exhibit was on display; this rapid flow limited engagement and presented unique design challenges that we discuss in this paper. Future work will be needed to assess longer term impacts and to compare game play to other forms of interactive and non-interactive interventions.

References

  1. Adelman, L. M., Falk, J. H., and James, S. (2000). Impact of National Aquarium in Baltimore on visitors' conservation attitudes, behavior, and knowledge. Curator: The Museum Journal, 43(1), 33--61.Google ScholarGoogle Scholar
  2. Allen, S., & Gutwill, J. (2004). Designing with multiple interactives: Five common pitfalls. Curator: The Museum Journal, 47(2), 199--212.Google ScholarGoogle Scholar
  3. Antle, A. N., Bevans, A., Tanenbaum, J., Seaborn, K. and Wang, S. (2011). Futura: Design for collaborative learning and game play on a multi-touch digital tabletop. In Proc. Tangibles, Embodied and Embedded Interaction (TEI'11), 93--100. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Antle, A. N. and Wise, A. F. (2013). Getting down to details: Using learning theory to inform tangibles research and design for children. Interacting with Computers, 25(1), 1--20.Google ScholarGoogle ScholarCross RefCross Ref
  5. Antle, A. N., Wise, A. F., Hall, A., Nowroozi, S., Tan, P., Warren, J., Eckersley, R., & Fan, M. (2013). Youtopia: a collaborative, tangible, multi-touch, sustainability learning activity. In Proc. Interaction Design and Children (IDC'12), 565--568. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Ballantyne, R. & Packer, J. (2005). Promoting environmentally sustainable attitudes and behavior through free-choice learning experiences: what is the state of the game? Environmental Education Research 1(3), 281--295.Google ScholarGoogle ScholarCross RefCross Ref
  7. Block, F., Hammerman, J., Horn, M., Spiegel, A., Christiansen, J., Phillips, B., Diamond, J., Evans, E. M., Shen, C. (2015). Fluid Grouping: Quantifying group engagement around interactive tabletop exhibits in the wild. In CHI 2015. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Cainey, J., Bowker, R., Humphrey, L., & Murray, N. (2012). Assessing informal learning in an aquarium using pre- and post-visit drawings. Educational Research and Evaluation, 18(3), 265--281.Google ScholarGoogle ScholarCross RefCross Ref
  9. Cosley, D., Lewenstein, J., Herman, A., Holloway, J., Baxter, J., Nomura, S., & Gay, G. (2008). ArtLinks: fostering social awareness and reflection in museums. In Proc. CHI'08, 403--412. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Davis, P., Horn, M. S., Block, F., Phillips, B., Evans, E. M., Diamond, J., Shen, C. (2015). "Whoa! We're going deep in the trees!": Patterns of collaboration around an interactive information visualization exhibit. International Journal of Computer-Supported Collaborative Learning, 10, 53--76.Google ScholarGoogle ScholarCross RefCross Ref
  11. Dillenbourg P. (1999). What do you mean by collaborative learning? In P. Dillenbourg (Ed.) Collaborative-learning: Cognitive and Computational Approaches. (pp.1--19). Oxford: Elsevier.Google ScholarGoogle Scholar
  12. Falk, J. H., & Adelman, L. M. (2003). Investigating the impact of prior knowledge and interest on aquarium visitor learning. J. Research in Science Teaching, 40(2), 163--176.Google ScholarGoogle ScholarCross RefCross Ref
  13. Falk, J. H. and Dierking, L. D. (2000). Learning from museums: Visitor experiences and the making of meaning. AltaMira.Google ScholarGoogle Scholar
  14. Fleck, R., Rogers, Y., Yuill, N., Marshall, P., Carr, A., Rick, J., & Bonnett, V. (2009). Actions speak loudly with words: unpacking collaboration around the table. In Proc. Interactive Tabletops and Surfaces, 189--196. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Gee, J. P. (2005). Learning by design: Good video games as learning machines. E-learning, 2(1), 5--16.Google ScholarGoogle Scholar
  16. Hardin, G. (1968). The tragedy of the commons. Science, 162(3859), 1243--1248.Google ScholarGoogle ScholarCross RefCross Ref
  17. Heath, C., vom Lehn, D., Osborne, J. (2005). Interaction and interactives: collaboration and participation with computer-based exhibits. Public Understanding of Science 14, Sage.Google ScholarGoogle Scholar
  18. Hilborn, R., & Hilborn, U. (2012). Overfishing: What everyone needs to know. Oxford University Press.Google ScholarGoogle ScholarCross RefCross Ref
  19. Hinrichs, U., & Carpendale, S. (2011). Gestures in the wild: studying multi-touch gesture sequences on interactive tabletop exhibits. In Proc. CHI'11, 3023--3032. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. Hope, T., Nakamura, Y., Takahashi, T., Nobayashi, A., Fukuoka, S., Hamasaki, M., & Nishimura, T. (2009). Familial collaborations in a museum. Proc. CHI'09, 1963--1972. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. Horn, M., Atrash Leong, Z., Block, F., Diamond, J., Evans, E. M., Phillips, B., & Shen, C. (2012). Of BATs and APEs: an interactive tabletop game for natural history museums. In Proc. CHI'12, 2059--2068. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Horn, M., Phillips, B., Evans, E. M., Block, F., Diamond, J., Shen, C. (2015). Visualizing the tree of life: Learning around an interactive visualization of biological data in museums. National Association for Research in Science Teaching Annual International Conference (NARST 2015).Google ScholarGoogle Scholar
  23. Hornecker, E., Marshall, P., Dalton, N. S., & Rogers, Y. (2008). Collaboration and interference: awareness with mice or touch input. In Proc. CSCW'08, 167--176. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. Hornecker, E. (2008). I don't understand it either, but it is cool---Visitor interaction with a multi-touch table in a museum. In Proc. IEEE Tabletop'08, 113--120. ACM.Google ScholarGoogle Scholar
  25. Humphrey, T. and Gutwill, J. (2005). Fostering active prolonged engagement: The art of creating APE exhibits. San Francisco, CA: The ExploratoriumGoogle ScholarGoogle Scholar
  26. Marshall, P., Morris, R., Rogers, Y., Kreitmayer, S. & Davies, M. (2011). Rethinking 'multi-user': an in-the-wild study of how groups approach a walk-up-and-use tabletop interface. In Proc. CHI'11, 3033--3042. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. McCauley, D. J., Pinsky, M. L., Palumbi, S. R., Estes, J. A., Joyce, F. H., & Warner, R. R. (2015). Marine defaunation: Animal loss in the global ocean. Science, 347(6219), 1255641.Google ScholarGoogle ScholarCross RefCross Ref
  28. Mckenzie-Mohr, D. and Smith, W. (1999). Fostering Sustainable Behavior: An Introduction to Community-Based Social Marketing. New Society Publishers.Google ScholarGoogle Scholar
  29. Linehan, C., Kirman, B., Lawson, S., & Chan, G. (2011). Practical, appropriate, empirically-validated guidelines for designing educational games. Proc. CHI'11, 1979--1988. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  30. Piper, A. M., Friedman, W., & Hollan, J. D. (2012). Setting the stage for embodied activity: scientific discussion around a multitouch tabletop display. International Journal of Learning Technology 7(1), 58--78 Google ScholarGoogle ScholarDigital LibraryDigital Library
  31. Rick, J., Marshall, P., & Yuill, N. (2011). Beyond one-size-fits-all: how interactive tabletops support collaborative learning. In Proc. IDC'11, 109--117. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. Ryall, K., Ringel Morris, M., Everitt, K., Forlines, C., Shen, C. (2006). Experiences With and Observations of Direct-Touch Tables. In Proc. IEEE Tabletop'06, 89--96. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  33. Snibbe, S. and Raffle, H. (2009). Social immersive media: Pursuing best practices for multi-user interactive camera/projector exhibits. In Proc. CHI'09, 1447--1456. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  34. Verbeke, W., Vanhonacker, F., Sioen, I., Van Camp, J., & De Henauw, S. (2007). Perceived importance of sustainability and ethics related to fish: A consumer behavior perspective. AMBIO: A Journal of the Human Environment, 36(7), 580--585.Google ScholarGoogle ScholarCross RefCross Ref
  35. Wyles, K. J., Pahl, S., White, M., Morris, S., Cracknell, D., & Thompson, R. C. (2013). Towards a Marine Mindset: Visiting an Aquarium Can Improve Attitudes and Intentions Regarding Marine Sustainability. Visitor Studies, 16(1), 95--110.Google ScholarGoogle ScholarCross RefCross Ref

Index Terms

  1. Fishing with friends: using tabletop games to raise environmental awareness in aquariums

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Conferences
      IDC '15: Proceedings of the 14th International Conference on Interaction Design and Children
      June 2015
      488 pages
      ISBN:9781450335904
      DOI:10.1145/2771839

      Copyright © 2015 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 21 June 2015

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article

      Acceptance Rates

      IDC '15 Paper Acceptance Rate24of103submissions,23%Overall Acceptance Rate172of578submissions,30%

      Upcoming Conference

      IDC '24
      Interaction Design and Children
      June 17 - 20, 2024
      Delft , Netherlands

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader