Game Changers

Mawrters team up on an award-winning, sustainability-themed video game

With names like ā€œCall of Duty,ā€ ā€œRed Dead Redemption,ā€ and ā€œGrand Theft Auto,ā€ popular video games have a reputation as violent, action-adventure thrill rides. But over the past two decades, a different sort of genre has been growing. These kinds of games, focused on education and social change, are celebrated each year at the Games for Change festival, which recognizes standouts in a variety of categories. This June, the inaugural ā€œBest in Environmental Impactā€ award went to a game called ā€œThe Plastic Pipeline,ā€ which seeks to educate players about the issue of plastic pollution in our oceansā€”and the policies that could address it.

Games for Change Festival
Liz Newbury ā€™07 and Sonja O'Brien ā€™21 at the Games for Change Festival

Among the many notable things about the game: Three Mawrters were involved in its creation. Liz Newbury ā€™07, director of the Serious Games Initiative at the Wilson Center in Washington, D.C., worked with the Centerā€™s China Environment Forum to lead the development of ā€œThe Plastic Pipeline,ā€ which involved a nearly four-year collaboration between researchers, policy experts, and technical types. Melissa Schoeller ā€™12, then a producer at multimedia company FableVision Studios, helped with the first wave of production on the game. (She has since moved on to Metaā€™s Reality Labs division, where she works on augmented and virtual reality research.) Finally, Sonja Oā€™Brien ā€™21, a program coordinator at the Wilson Center, assisted with research, project management, and outreach on ā€œThe Plastic Pipeline,ā€ which was also named ā€œBest Game for Government Audiencesā€ at the Serious Games Showcase and Competition Europe in Bristol, England.

ā€œā€˜The Plastic Pipelineā€™ was designed to make environmental policy come to life,ā€ says Newbury, who shares that there are more than 5 trillion pieces of plastic waste in the ocean, with at least 1 million new tons each year. (The top polluters? The U.S. and China.) Players ā€œinterviewā€ video game characters about plastic pollution and environmental policy by choosing from a selection of questions with preloaded answers.

ā€œThe whole idea,ā€ says Newbury, ā€œis that you decide what you want to learn about these policies, and you make your own decisions."

"The overall goal is to help people understand how we can mitigate plastic pollution and help save our oceans.ā€

Another goal was making the game accessible for non-gamers, she says. ā€œWe wanted a game that could be played on a phone or Chromebook and wasn't daunting technologically for any experience level. This is a global issue, and everyone deserves to understand what is at stake.ā€

A ±¬ĮĻ¹Ļ anthropology major, Newbury is a gamer from way back. In fact, her honors thesis was an ethnographic study of a women-only gaming guild for ā€œWorld of Warcraft,ā€ the massively popular multiplayer online role-playing game that came out in 2004. She went on to earn a Ph.D. in communication at Cornell University, where she focused on game studies.

A scene from "The Plastic Pipeline."
A scene from "The Plastic Pipeline."

The first video game Newbury led at the Wilson Center, which hired her in 2017, was ā€œFiscal Ship,ā€ which challenges players to balance the federal budget and reduce the national debt. ā€œThatā€™s been played millions of times,ā€ says Newbury, who jokes that ā€œmore people have probably played my game than have read a 25-page policy brief on the federal budget.ā€

In the Centerā€™s ā€œserious gamesā€ work, Newbury, who did beta testing of ā€œThe Plastic Pipelineā€ in college classrooms in the U.S. and Vietnam, plays a producer-like role. ā€œMy experience is in audiences for technology, so I try to understand whatā€™s going to resonate most with players," Newbury says. ā€œThereā€™s no point in making a game if itā€™s not going to be fun, and if itā€™s not going to also balance what we want them to learn.ā€

The testing process has been the most exciting part, says Oā€™Brien, who learned of the Wilson Center job through a note Newbury posted on Mawrter Connect. ā€œIā€™ve loved seeing everything that has gone into creating the game end up in a playerā€™s hands and seeing them ask the exact question that youā€™re hoping the game will spark in peopleā€™s minds.ā€

Learn More and Play the Game

Published on: 10/23/2024