Social practice theory offers a multidisciplinary perspective on the relationship between infrastructure and wellbeing. One prominent model in practice theory frames systems of provision as the rules, resources, and structures that enable the organization of social practices, encompassing both material and immaterial aspects of infrastructures. A second well-known model frames social practices in terms of their constituent elements: meanings, materials, and competences. Reconciling these two models, we argue that household capacity to respond to shifting systems of provision to maintain wellbeing is profoundly tied to the dynamics of privilege and inequity. To examine these dynamics, we propose a new analytical tool utilizing the Bourdieuian conceptualization of forms of capital, deepening the ability of social practice theory to address structural inequities by re-examining the question of who is able to access specific infrastructures. To illustrate this approach, we examine how households adapted to shifting systems of provision during the COVID-19 pandemic. Using data from 183 households in the Midwestern United States, we apply this tool to analyze adaptations to disruptions of multiple systems of provision, including work, school, food, and health, from February 2020 to August 2021. We highlight how household wellbeing during the pandemic has been impacted by formsmore »
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Abstract -
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 bettermore »
Free, publicly-accessible full text available November 13, 2023