Entertainment Computing (EC) is a sub-discipline of computer science that deals with the creation of digital artifacts for hedonistic purposes. The United Nations Sustainable Development Goals (SDGs) provide a framework for overall sustainable development – ecologically, socially and economically – at the global, national and local level. Several positive examples of the use of EC artefacts, such as games, that have contributed to the achievement of SDGs, e.g. educational games in formal learning contexts, have prompted us to ask the overarching question of how EC might contribute to achieving the SDGs. To get an initial overview of the artifacts used and the targeted SDGs, we conducted a rapid literature review using the Scopus database. From a total of 860 records, we were able to identify 31 articles in which EC artifacts were used to support the achievement of various SDGs. The analysis shows that seven articles addressed all SDGs. Furthermore, in the remaining articles 13 out of 17 SDGs were specifically addressed. These findings induce a more detailed investigation of the contribution of EC to the SDGs promising as a means of deriving best practices for the use of EC artefacts to advance sustainable development worldwide.

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How Does Entertainment Computing Contribute to the Sustainable Development Goals? A Rapid Literature Review

  • Jannicke Baalsrud Hauge,
  • Polona Caserman,
  • Heinrich Söbke

摘要

Entertainment Computing (EC) is a sub-discipline of computer science that deals with the creation of digital artifacts for hedonistic purposes. The United Nations Sustainable Development Goals (SDGs) provide a framework for overall sustainable development – ecologically, socially and economically – at the global, national and local level. Several positive examples of the use of EC artefacts, such as games, that have contributed to the achievement of SDGs, e.g. educational games in formal learning contexts, have prompted us to ask the overarching question of how EC might contribute to achieving the SDGs. To get an initial overview of the artifacts used and the targeted SDGs, we conducted a rapid literature review using the Scopus database. From a total of 860 records, we were able to identify 31 articles in which EC artifacts were used to support the achievement of various SDGs. The analysis shows that seven articles addressed all SDGs. Furthermore, in the remaining articles 13 out of 17 SDGs were specifically addressed. These findings induce a more detailed investigation of the contribution of EC to the SDGs promising as a means of deriving best practices for the use of EC artefacts to advance sustainable development worldwide.