Case Study
Metro Trains Melbourne (2014) Dumb Ways to Die 2: The Games [Video game]. Available at: /https://play.google.com/store/apps/details?id=air.au.com.metro.DumbWaysToDie2&hl=US (Accessed: 4th of May, 2021).

Dumb Ways to Die 2 is a charity game created to promote rail safety in Melbourne, Australia, where almost 1 thousand people fall off the tracks in a year. Metro Trains, a Melbourne, Australia-based rail company, created the game as a reminder that there is no dumber way to die than to “die without paying attention around trains”.
The game has been a huge hit since its launch. It’s a bit like Made in Wario in that players can play it over and over again for a high score, so it’s more fun. But few people knew that it was designed to promote rail safety. So the impact it had on player behaviour was somewhat lacking.
I’ll take a look at the different aspects of games to see what needs to be done to make serious games more fun without losing the seriousness.
Research
This week I have read some references:
- Trista, P. (2019). Playing for the planet: how video games can deliver for people and the environment. UN Environment 2019. Available at: https://biblioteca.semarnat.gob.mx/janium/Documentos/Ciga/libros2018/CD004283.pdf (Accessed: 10th of May, 2021).
- Jones, N. (2011). Video game: Playing with the planet. Nature Clim Change 1. Available at: https://www.nature.com/articles/nclimate1072 (Accessed: 10th of May, 2021).
- Gandhi, Mahatma & Farber, Matthew & Schrier, Karen. (2018). The Limits and Strengths of Using Digital Games as “Empathy Machines”. Available at: https://www.researchgate.net/publication/322714771_The_Limits_and_Strengths_of_Using_Digital_Games_as_Empathy_Machines (Accessed: 10th of May, 2021).
- McGonigal, J. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Books. Available at: https://www.amazon.com/Reality-Broken-Games-Better-Change/dp/0143120611 (Accessed: 10th of May, 2021).
- ECOGAMER. (2016). Unclaimed World. Available at: http://www.ecogamer.org/ (Accessed: 10th of May, 2021).
One of the most useful, in my opinion, is Reality is Broken, which tells the story of how games have become mainstream and have the potential to change the world in the new century from all angles.
‘We have been playing good games for nearly as long as we have been human. It is now time to play them on extreme scales. Together, we can tackle what may be the most worthwhile, most epic obstacle of all: a whole-planetary mission, to use games to raise global quality of life, to prepare ourselves for the future, and to sustain our earth for the next millennium and beyond.’ — J. McGonigal, Reality is Broken.
Change of Topic
After the first pitch, I thought it would be a good idea to synthesise the themes I had explored into a more integrated and specific topic, to talk more clearly about the issues I wanted to investigate and to produce more practical results.
I took the advice and combined the origin few topics explored into one. So the topic became How to use games to improve social and environmental issues and make serious games fun?
I currently have 3 case studies that represent 3 different directions very well. I will make a further table showing the differences among them.
I have a number of references, a selection of which is below. I will add or subtract depending on the length of the essay. And I have found many useful cases and directions, but I still need to learn how to use them, and how to integrate them.
But the definition of ‘fun’ is so subjective, vague and broad that I had to think about how to choose a clearer and more specific term to limit it.
I will propose a more objective topic next week.