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Gameful IoT Repair

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Forthcoming

Standard

Gameful IoT Repair. / Owen, Violet; Stead, Michael; Coulton, Paul.
Digital Games Research Association (DiGRA) / Institute of Digital Games. Digital Games Research Association - DiGRA, 2025.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Owen, V, Stead, M & Coulton, P 2025, Gameful IoT Repair. in Digital Games Research Association (DiGRA) / Institute of Digital Games. Digital Games Research Association - DiGRA, Digital Games Research Association 2025 Conference, Valletta, Malta, 30/06/25.

APA

Owen, V., Stead, M., & Coulton, P. (in press). Gameful IoT Repair. In Digital Games Research Association (DiGRA) / Institute of Digital Games Digital Games Research Association - DiGRA.

Vancouver

Owen V, Stead M, Coulton P. Gameful IoT Repair. In Digital Games Research Association (DiGRA) / Institute of Digital Games. Digital Games Research Association - DiGRA. 2025

Author

Owen, Violet ; Stead, Michael ; Coulton, Paul. / Gameful IoT Repair. Digital Games Research Association (DiGRA) / Institute of Digital Games. Digital Games Research Association - DiGRA, 2025.

Bibtex

@inproceedings{cfc6b5c6bac64dedb7a667b6d2a1bb19,
title = "Gameful IoT Repair",
abstract = "Electronic Waste (e-waste) is the fastest growing waste stream in the world. Internet of Things (IoT) devices, now ubiquitous throughout communities globally, are exacerbating e-waste production. Unrepairable design approaches, short lifecycles and ill-defined end of life management all lead to IoT devices being prematurely and improperly disposed of. This paper argues that improved access to knowledge and practical skills is needed if citizens and communities are to successfully embrace a culture of repair and reuse as part of a wider sustainability transition. This paper presents two Serious Games - Re:Play and RepairLand - designed to support and encourage society to develop a stronger culture of repair for smart devices. Applying Research-through-Design and Speculative Design approaches, this paper presents our design decisions and critical reflections that underpin their creation.",
keywords = "Serious Games, Research through Design, Internet of Things, Speculative Design",
author = "Violet Owen and Michael Stead and Paul Coulton",
year = "2025",
month = feb,
day = "11",
language = "English",
booktitle = "Digital Games Research Association (DiGRA) / Institute of Digital Games",
publisher = "Digital Games Research Association - DiGRA",
note = "Digital Games Research Association 2025 Conference : Games at the Crossroads, DiGRA 2025 ; Conference date: 30-06-2025 Through 04-07-2025",
url = "https://digraconference2025.org",

}

RIS

TY - GEN

T1 - Gameful IoT Repair

AU - Owen, Violet

AU - Stead, Michael

AU - Coulton, Paul

PY - 2025/2/11

Y1 - 2025/2/11

N2 - Electronic Waste (e-waste) is the fastest growing waste stream in the world. Internet of Things (IoT) devices, now ubiquitous throughout communities globally, are exacerbating e-waste production. Unrepairable design approaches, short lifecycles and ill-defined end of life management all lead to IoT devices being prematurely and improperly disposed of. This paper argues that improved access to knowledge and practical skills is needed if citizens and communities are to successfully embrace a culture of repair and reuse as part of a wider sustainability transition. This paper presents two Serious Games - Re:Play and RepairLand - designed to support and encourage society to develop a stronger culture of repair for smart devices. Applying Research-through-Design and Speculative Design approaches, this paper presents our design decisions and critical reflections that underpin their creation.

AB - Electronic Waste (e-waste) is the fastest growing waste stream in the world. Internet of Things (IoT) devices, now ubiquitous throughout communities globally, are exacerbating e-waste production. Unrepairable design approaches, short lifecycles and ill-defined end of life management all lead to IoT devices being prematurely and improperly disposed of. This paper argues that improved access to knowledge and practical skills is needed if citizens and communities are to successfully embrace a culture of repair and reuse as part of a wider sustainability transition. This paper presents two Serious Games - Re:Play and RepairLand - designed to support and encourage society to develop a stronger culture of repair for smart devices. Applying Research-through-Design and Speculative Design approaches, this paper presents our design decisions and critical reflections that underpin their creation.

KW - Serious Games

KW - Research through Design

KW - Internet of Things

KW - Speculative Design

M3 - Conference contribution/Paper

BT - Digital Games Research Association (DiGRA) / Institute of Digital Games

PB - Digital Games Research Association - DiGRA

T2 - Digital Games Research Association 2025 Conference

Y2 - 30 June 2025 through 4 July 2025

ER -