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People interacting with a large screen

PROJECT OVERVIEW

A video game installation on plastic pollution with participant-created voice recordings. Developed for Canada’s highest-resolution 3D, VR-ready wall

TOOLS

  • Unity
  • Blender
  • Audacity
  • HTML/CSS/JS
  • PHP
  • Dall-E
  • Materialize

YEAR

2023

DURATION

3-4 months

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PROJECT SUMMARY

The 8th Continent is an immersive video game installation that addresses plastic pollution. Players explore a virtual environment inspired by the Great Pacific Garbage Patch, rescuing animals trapped by waste. Each freed animal reveals voice-recorded insights from past participants. Guided by research, iterative design, and user feedback, this work showcases the journey of designing an interactive, impactful tool for environmental advocacy.


PROBLEM

How might we bring individuals closer to the issue of environmental pollution and empower them to share their voice?

Every year, millions of tons of plastic pollute our oceans, yet for many in developed countries, the issue feels distant. Microplastics are invisible, urban spaces are pristine, and waste is exported far from sight. This detachment causes psychological distances, leading to inaction.


RESEARCH & INSIGHTS

Sentiments from Environmental Clean Ups

To better understand the people's perceptions of plastic pollution, I conducted interviews with people who participated in environmental activities. Which allowed me to be closer to people who actively try to take part in being the solution to environmental pollution.

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An Environmental Intervention

In 2021, I collaborated on Land Enough, a participatory intervention where 29 individuals were invited to a beach devastated by plastic waste. Participants collected trash and transformed it into objects. As an event organiser, I got the opportunity to have semi-structured interviews with the participants.

The interviews revealed:

  • Proximity matters: Many participants were unaware of the severity of plastic pollution until they experienced it firsthand.
  • Mixed emotions: Act of creating fostered empowerment and optimism, but also feelings of helplessness and anger about systemic issues.
  • The power of sharing: Many felt relief sharing frustrations, with some discussing environmental concerns for the first time.
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Environmental Clean-Ups

Joining beach clean-ups and having conversations with the other participants also deepened my understanding of recurring public sentiments:

  • Frustration with systemic issues: Comments like "The problem is not our consumption, it’s the production" highlighted how individuals felt powerless in the face of larger forces.
  • Despair: Comments such as "Sometimes I think the world would be better if humans didn’t exist" revealed the emotional toll of environmental degradation.
  • The value of community: Many participants expressed that the collective action of clean-ups gave them hope, even in the face of overwhelming challenges.

"I wish everyone could experience this. Once you see the pollution yourself, you will not forget because you have an attachment to this place and this Earth"

Emerging Themes

The qualitative coding of these interviews revealed the emergence of certain themes:

  • Proximity with the Problem: Experiencing pollution firsthand raises awareness and concern.
  • Taking Action: Participating in clean-ups fosters a sense of impact and empowerment.
  • Sharing Emotions: Discussing environmental frustrations brings relief and validation.

Project Goals

Digital Space for Particiation

Building on these insights, I set the following goals for the immersive game:

  • Foster proximity: Help users experience the impact of plastic pollution in an emotionally engaging way.
  • Encourage participatory action: Merge digital interactivity with user-generated content.
  • Simulate positive impact: Replicate the rewarding effects of environmental clean-ups to inspire real-world action.
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Design Frameworks & Competitor Analysis

Gamification and Immersion

Key principles from persuasive game design literature have informed this project:

Malone's Elements of Motivation (1980):

  • Achievable challenges to boost self-efficacy
  • Clear goals and feedback
  • Immersive narratives in fantasy settings

Persuasive Design Strategies:

  • Convey hope and optimism to counter feelings of helplessness
  • Ensure autonomy and freedom of choice
  • Keep gameplay concise and intuitive
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Competitor Analysis

I analyzed popular immersive experiences on sustainability to identify strengths and gaps, discovering that few, if any, had incorporated participatory content creation as a form of interaction.


Design & User Testing

Iterative Design Process

The design process followed an iterative approach informed by feedback of 10+ users. Each iteration addressed specific challenges and integrated new solutions to refine the immersive experience.

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1. A New Landscape

The first prototype featured a polluted forest inspired by the natural landscapes of British Columbia.

User Feedback:

  • Unrealistic: Many users reported that forests in their surroundings were not visibly polluted.
  • Not relatable: International users felt disconnected due to differences in climate and geography.
  • Disturbing: The realistic 3D rendering created an 'uncanny valley' effect, making the environment feel unnatural and unsettling.
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Solution

Shifted to an abstract representation inspired by the Great Pacific Garbage Patch. The new landscape featured a fictional 8th continent, a glacier-like island made of frozen trash embedded in ice. This approach allowed for a universal, imaginative connection to the issue.

2. Participatory Content Creation

Initially user-generated content was incorporated as text quotes displayed within the game.

User Feedback:

  • Text lacked emotional impact: Participants felt that quotes alone failed to convey the personal connection of real voices.
  • Audio recordings were impactful but fleeting: While audio recordings conveyed individual personalities through tone and accents, they were not memorable due to their one-time playback.
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Solution

Combined audio recordings with accompanying text displayed on an in-game billboard. This approach maximized emotional engagement while ensuring accessibility and permanence. To gather content, a complementary website was developed where participants could easily record and upload their input, expanding the scope of user participation.

3. Abandoning 2D UI

Text subtitles of the recordings were displayed in the screen, floating in the player's field of vision.

User Feedback:

  • Overwhelming visuals: Subtitles got distorted in the stereoscopic display, disrupting vision.
  • Breaking the illusion: Floating text reminded users of conventional screens, detracting from the immersive experience.
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Solution

Replaced subtitles with a large, in-game billboard. This spatially integrated interface displayed participant quotes and instructions, reclaiming the visual space for environmental messaging. The billboard served as a metaphor for amplifying public voices in urban and natural settings.

4. Reward Systems and Emotional Payoff

Players cleaned the environment and rescued animals, but the emotional impact felt incomplete.

User Feedback:

  • Lack of closure: Testers wanted a more fulfilling sense of accomplishment at the end of the game.
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Solution

Introduced a transformation sequence where the polluted world turned into a utopian landscape. Players experienced a brief moment of peace and beauty before the game loop restarted with a motivational message ("We still have a lot to clean up!").

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Final Product

The Experience

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  • Narrative Progression: Players start in a dark, polluted environment that visually evolves as they clean and rescue animals. This transformation highlights the tangible impact of individual actions
  • Participatory Integration: Audio recordings are paired with billboard displays, showcasing diverse voices. These recordings are curated to reflect a variety of emotional and cultural perspectives, ensuring inclusivity
  • Emotional Payoff: The utopian sequence provides an emotional resolution while leaving players with a sense of urgency to continue efforts beyond the game.
  • Public Interaction: The game is designed for public spaces, encouraging spectators to engage as passive participants. The complementary website allows broader community involvement, enabling anyone to contribute voice recordings.
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Reflections & Future Work

Lessons Learned

This project demonstrated the power of participatory design and immersive technology to foster emotional connections and inspire pro-environmental behaviors. It highlighted the importance of iterative feedback and user-centered design in creating impactful experiences.

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Challenges

  • Participant Content Moderation: As the database of voice recordings grew, an automated system will be needed to filter inappropriate submissions. ( The voice recording website is currently inactive.)
  • Balancing Accessibility and Immersion: Ensuring the experience remains accessible for casual players while retaining its immersive quality.
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Future Directions

  • Scaling the Experience: Expanding to more accessible platforms like mobile and VR to reach broader audiences.
  • Community Engagement: Partnering with local environmental organizations to collect more diverse user input.
  • Extended Applications: Exploring how this participatory model could be adapted for other environmental or social issues.

Success and Impact

Share Your Voice

This work was presented at GOODIT'23 and ISEA2024 conferences, where it received recognition for its innovative approach to participatory and immersive design. It was also exhibited at the International Living Things Art Festival, engaging diverse audiences in discussions around environmental advocacy.

Furthermore, the project has become a permanent installation at the Visual Emerging Media Studio, home to Canada’s largest curved 3D screen. The project currently holds over 50 participant voice recordings, reflecting the thoughts and perspectives of individuals from 10+ nations, amplifying a rich diversity of voices.

Bengi Agcal

Design & Development by Bengi (Benji) Agcal

All Rights Reserved © 2024