As an AASHE Gold university, ASU engages its students, with varying success in adopting sustainable behaviors. The Susty Games pilot project was developed to make the adoption process both interesting and engaging for students. The project goal was to increase sustainable behaviors in ASU students’ daily lifestyles by demystifying and familiarizing them with such behaviors. Familiarization occurred by getting students out and into their communities practicing eight specific behaviors that reflect ASU’s Sustainability Operations focus areas: climate neutrality, zero waste, active engagement, and principled practice. The project subject was ASU students because human, incentive, and support resources are readily available and attainable to students. The main system complexities were marketing to potential participants and engaging game players throughout the duration of the game. Indicators of success were the number of new behaviors introduced to each participant by the game, and number of behaviors participants will repeat after the game.
Included in this item (3)
- Susty Games
The date the item was original created (prior to any relationship with the ASU Digital Repositories.)
Collections this item is in