Waste What?

A game to communicate about local circular economy practices

Authors

DOI:

https://doi.org/10.54337/plate2025-10357

Keywords:

Circular Economy, Educational Games, Scientific Communication, Waste Prevention, R-Strategies

Abstract

Waste What? is a card game, intended to communicate about linear economy while highlighting sustainable alternatives of local circular economy (CE) practices offered by grassroot initiatives. The objective of this article is to present the applied co-creative game development process and to show identified CE enablers included in the game. Based on the results, lessons learned and recommendations for future projects are formulated. The project that developed Waste What? used a co-creative development process with four phases: 1. Field Trips: That collected perspectives, insights, and impressions from local CE-Stakeholders. 2. Prototyping: Developed the game concept based on observations. 3. Testing & Design: Prototypes are developed into the final game by including the perspectives of stakeholders in testing sessions. 4. Dissemination and Documentation: The game was documented and published with an open-source license and disseminated at events. With an individual design of 110 cards, a game board, chips, and a manual, Waste What? communicates an experience of involvement in local CE- practices. In the game, players from two teams take the perspective of CE-initiatives. They are active in the re-use of items of the categories: Textiles, Electronics, Food, Furniture, Construction Materials and Bicycles. Players have several options, including selling, donating, storing, combining or incinerating items. The game communicates observed CE-enablers connected to people, items, and infrastructure. The study concludes that CE-games can communicate principles and people are interested in the approach. However, it is recommended to tailor games to specific target groups and plan extensive dissemination efforts to maximize its impact. 

Author Biography

Johannes Roland Scholz, Technische Universität Berlin, Germany

Johannes Roland Scholz is a Scientific Assistant at the Chair for Circular Economy and Recycling Technologies at the Technische Universität Berlin. His work involves projects and teaching in the fields of circular economy and recycling technologies, alongside research focused on R-Strategies and local CE concepts. Currently, he is pursuing doctoral research on the efficient use of Carbon within a sustainable Circular Economy. This work informs his broader interest in advancing practical and theoretical aspects of circularity, extending to initiatives in scientific communication. As a board game enthusiast, he was happy to get involved in the development of a game, which combines many of these fields of interest.

References

EUROPEAN COMMISSION. (2020). A new Circular Economy Action Plan—For a cleaner and more competitive Europe [COMMUNICATION FROM THE COMMISSION TO THE EUROPEAN PARLIAMENT, THE COUNCIL, THE EUROPEAN ECONOMIC AND SOCIAL COMMITTEE AND THE COMMITTEE OF THE REGIONS]. https://eur-lex.europa.eu/legal-content/EN/TXT/?qid=1583933814386&uri=COM:2020:98:FIN

Grundlach, S., Vosse, Sachs. (2024). HAUS DER MATERIALISIERUNG - Ein Transformationsort für Zirkuläre Praxis in Berlin (1st ed.). https://drive.google.com/file/d/1F7oiKnu4l114zgo2RHmiIDMIyCyEJzD-/view

HdS. (2023). Modellprojekt Haus der Statistik. https://hausderstatistik.org/

Manshoven, S., & Gillabel, J. (2021). Learning through Play: A Serious Game as a Tool to Support Circular Economy Education and Business Model Innovation. Sustainability, 13(23), 13277. https://doi.org/10.3390/su132313277

Partnership on Circular Economy. (2019). Urban Resource Centres. https://ec.europa.eu/futurium/en/system/files/ged/classification_of_urban_resource_centres_0_0.pdf

Rexfelt, O., & Ordoñez, I. (2017). Designing from the dumpster: Experiences of developing products using discards. International Journal of Sustainable Design, 3(2), 61. https://doi.org/10.1504/IJSDES.2017.10012842

Rotter, V. S., Farías, I., Scholz, J. R., Criado, T. S., Ordoñez, I., Beck, P., Quack, S., & Escorza, M. (2024, December). “Waste What?” A GAME ON THE MANY WAYS WE CAN REUSE STUFF. Zenodo. https://doi.org/10.5281/zenodo.13941100

Scholz, J., Ordonez, I., & Rotter, V. S. (2023). Chaos and synergies: Review of the first three years at the “Haus der Materialisierung.” PROCEEDINGS 5th PLATE Conference Espoo, Finland. https://www.plateconference.org/call-for-contributions-2/

Scholz, J., Vosse, C., Kellerhoff, S., & Rotter, S. (2023). Urbane Ressourcenzentren und Material-Initiativen als Katalysatoren nutzerzentrierter Abfallvermeidungsstrategien. MÜLL Und ABFALL, 8. https://doi.org/10.37307/j.1863-9763.2023.08.04

Selvefors, A., Renström, S., Nordenö, H., Einebrant, E., Fallahi, S., Whalen, K. A., & Leivas, M. (2023). How can games aid co-design of user-centered circular offerings? PROCEEDINGS 5th PLATE Conference Espoo, Finland. https://www.plateconference.org/call-for-contributions-2/

Susi, T., Johannesson, M., & Backlund, P. (2007). Serious Games—An Overview.

Whalen, K. A., Berlin, C., Ekberg, J., Barletta, I., & Hammersberg, P. (2018). ‘All they do is win’: Lessons learned from use of a serious game for Circular Economy education. Sustainable Resource Management and the Circular Economy, 135, 335–345. https://doi.org/10.1016/j.resconrec.2017.06.021

Downloads

Published

24-06-2025

How to Cite

Scholz, J. R., Ordonez, I., & Rotter, V. S. (2025). Waste What? A game to communicate about local circular economy practices. Proceedings of the 6th Product Lifetimes and the Environment Conference (PLATE2025), (6). https://doi.org/10.54337/plate2025-10357

Issue

Section

Track 9: Education, Tools, and Games – Research Papers