Background.U.S. households produce a significant amount of greenhouse gas emissions, indicating a potential to reduce their carbon footprints from changing food, energy, and water (FEW) consumption patterns. Behavioral change to FEW consumption is needed, but difficult to achieve. Interactive and engaging approaches like serious games could be a way to increase awareness of possible measures, leading to more sustainable behavior at a household level. This study looks into the experiences and effects of a digital game for homeowners with the potential to reduce FEW resource consumption impacts. Intervention.In this study, we developed and implemented a digital game to explore its potential to raise awareness of the consumption and conservation of FEW resources and the efficacy of conservation messages. This study aims to measure learning outcomes from game participation and to assess the suitability of the game for informing resource conservation actions. Methods.We tested a proof-of-concept of a digital four-player game, called HomeRUN, with 28 homeowners. The data collected include homeowners’ values and preferences with regard to FEW resources. The patterns of game actions are analyzed with an emphasis on the effectiveness of conservation messaging in informing household consumption behavior. Results.About 65% of the respondents agree that they gained a better understanding of the greenhouse gas emission impacts of FEW resource consumption after playing the game. Over 57% of the respondents agree that the game experience would influence their future consumption behavior, while a quarter of the respondents are unsure. Overall, we demonstrate the HomeRUN game has potential as a tool for informing conservation efforts at a household level. 
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                            Becoming FEW Conscious: A Conceptual Typology of Household Behavior Change Interventions Targeting the Food-Energy-Water (FEW) Nexus
                        
                    
    
            The food-energy-water (FEW) nexus presents an opportunity to rethink predominant approaches to household behavior change science. We linked emerging FEW nexus research with existing literature examining household consumption and pro-environmental behaviors. While a large body of work examines the environmental impacts of household life and explores pathways to behavior change for sustainability, the literature lacks studies that test interventions in multiple FEW resource categories, leaving researchers unable to identify tensions and tradeoffs in the household system. To guide this developing field and accumulate findings on household behavior across disciplines, we proposed a conceptual typology that synthesizes interdisciplinary analytic traditions to classify behavioral interventions targeting the household FEW nexus. The typology synthesizes behavioral interventions as active, passive, or structural, and household-specific or non-specific, illustrating six distinct categories: information, tailored information, action, gamification, policy/price change, and material/technology provision. A review of 40 studies that guided the typology identifies four significant lessons for future intervention research: household non-specific information and tailored information work better together, feedback is more effective when it is persistent, price-based interventions (information or incentives) are often ineffective, and material/technology provision is very effective but utilized in few household studies. To push forward household resource consumption science, we advocated for a holistic nexus focus that is rooted in interdisciplinarity, coalition building with stakeholders, and data reporting that facilitates knowledge accumulation. 
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                            - Award ID(s):
- 1639342
- PAR ID:
- 10194577
- Date Published:
- Journal Name:
- Sustainability
- Volume:
- 11
- Issue:
- 18
- ISSN:
- 2071-1050
- Page Range / eLocation ID:
- 5034
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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