Abstract

This study proposes XRecycle, a physical-digital (phygital) gamified system that integrates extended reality (XR) technologies with game-based learning mechanisms to address challenges in engaging youth in plastic recycling within high-density cities like Hong Kong. The system merges tangible devices made from locally recycled plastics with immersive virtual environments, forming a multi- layered framework of main tasks, side quests, and reward feedback. A mixed-method study with 20 participants validated the system ’ s effectiveness in enhancing circular literacy and sustaining behavioral motivation. Quantitative results revealed significant improvements in knowledge retention and engagement. Qualitative feedback suggested that participants were particularly drawn to the immersive visual quality and tangible-virtual interactions, which fostered focus and enjoyment. Meanwhile, several participants suggested presenting knowledge in more diverse ways, such as using audiovisual materials to reduce the density of textual information and decreasing the frequency of repetitive interactions in the design to sustain continuous learning motivation. Additionally, participants proposed deploying the system in community centers, museums, and public venues to increase accessibility and encourage broader youth participation. By bridging digital innovation with circular economy goals, this work offers a scalable behavioral intervention framework that connects embodied learning, emotional resonance, andreal-world action for sustainable recycling education.

Keywords

Extendedreality; Plasticrecycling; Gamification; Phygital

Creative Commons License

Creative Commons Attribution-NonCommercial 4.0 International License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License

Conference Track

Track 8 - Circular/Sustainable Design

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XRecycle: A Gamified XR System for Enhancing Youth Engagement and Learning in Plastic Recycling

This study proposes XRecycle, a physical-digital (phygital) gamified system that integrates extended reality (XR) technologies with game-based learning mechanisms to address challenges in engaging youth in plastic recycling within high-density cities like Hong Kong. The system merges tangible devices made from locally recycled plastics with immersive virtual environments, forming a multi- layered framework of main tasks, side quests, and reward feedback. A mixed-method study with 20 participants validated the system ’ s effectiveness in enhancing circular literacy and sustaining behavioral motivation. Quantitative results revealed significant improvements in knowledge retention and engagement. Qualitative feedback suggested that participants were particularly drawn to the immersive visual quality and tangible-virtual interactions, which fostered focus and enjoyment. Meanwhile, several participants suggested presenting knowledge in more diverse ways, such as using audiovisual materials to reduce the density of textual information and decreasing the frequency of repetitive interactions in the design to sustain continuous learning motivation. Additionally, participants proposed deploying the system in community centers, museums, and public venues to increase accessibility and encourage broader youth participation. By bridging digital innovation with circular economy goals, this work offers a scalable behavioral intervention framework that connects embodied learning, emotional resonance, andreal-world action for sustainable recycling education.

 

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