Oral Presentation The International Society for Anthrozoology (ISAZ): 27th Annual Conference 2018

Gaming the (eco)system: understanding perceptions of species and the Phylo card game. (#96)

Meggie Callahan 1 , Terre Satterfield 1 , David Ng 1 , Alejandra Echeverri 1 , Jiaying Zhao 1
  1. University of British Columbia, Vancouver, BC, Canada

Introduction: Within a rapidly changing environment, identifying humans’ perceptions of interactions with wildlife and exploring ways to alter such perceptions can be useful in meeting ecological challenges. Survey work on species perception as well as newer interactional formats like educational games can be useful assessment tools (Sandbrook, Adams, & Monteferri, 2014).

This work evaluates human preferences for species with a large-scale survey. It subsequently utilizes that work to evaluate the effect of a card game (Phylo) on people’s perceptions of individual species and their intentions to donate. The Phylo game used in this work is an interactive and competitive game focused on biodiversity and building ecosystems.

Methodology: 3600 people were surveyed on Amazon Mturk regarding their perceptions about 36 species. That data helped formulate some design tools for measuring attitudes in the Phylo game. 209 students participated in one of three conditions: playing Phylo, a control game, or viewing a slideshow. Pre and post perceptional surveys were administered. Donation intentions and actions were assessed with small monetary sums, which could be kept or donated. Statistic results were analyzed using R.

Main Results: Analyses indicate that participants who viewed the slideshow or played Phylo showed significant increases in their perceptions of the ecological benefits of species (paired t-tests, slideshow: t=4.57, p<0.05, Phylo: t=3.90, p<0.05). Participants playing Phylo were also more likely to donate to events than those in the control. Qualitative analysis suggests that those who played Phylo remembered a wider variety of species from the game than those who viewed the slideshow. This finding was replicated in delayed post measures. Those playing Phylo also had a significant increase in positive affect (paired t-test, t=-3.72, p<0.05), while those viewing the slideshow did not.

Principal Conclusions and Implications for the Field: This work increases understanding of human perceptions of wildlife and suggests that the Phylo game may be a useful tool for increasing positive ecological perceptions. It provides a viable alternative to more traditional forms of education such as a slideshow. In addition, it may increase positive affect and stimulate increased short and long-term memory of a diverse number of species.

  1. Sandbrook, C., Adams, W. M., & Monteferri, B. (2014). Digital Games and Biodiversity Conservation. Conservation Letters, 8(2), 118–124. http://doi.org/10.1111/conl.12113