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Changing food consumption through games instead of campaigns

ESHCC Impact Series
Picture of healthy food

How do you persuade millions of Europeans to eat more sustainably? Not with another campaign, but by letting them play. Teresa de la Hera (Erasmus School of History, Culture and Communication) is part of the European consortium FOODMISSION, which aims to use gamification to nudge people towards healthier and more planet-friendly food choices. 鈥淕amification helps us break complex behavioral change into small, achievable steps.鈥

De la Hera, Associate Professor of Persuasive Gaming, wrote her master鈥檚 thesis on so-called advergames, games developed explicitly for marketing purposes. 鈥淭he entire narrative revolves around promoting a product,鈥 she explains. She soon became fascinated by how games could be used not just for entertainment, but also to convey messages and influence behavior. 鈥淢y entire academic career has focused on understanding how we can use games to persuade people, and what the impact of that is.鈥

Games can serve many different purposes. One of the titles she studied is Blasphemous, a Spanish indie game inspired by religious iconography and traditions from southern Spain, especially Semana Santa (Holy Week around Easter). 鈥淎lthough the game sparked some controversy, many players appreciated it. They told us they鈥檇 learned a lot about their own culture and became curious about its details.鈥

Portrait of Teresa de la Hera

Duolingo for the food transition

wants to turn sustainable food choices into an enjoyable experience through gamification. Imagine a sort of the Duolingo of the food transition. And for De la Hera, the importance is obvious. 鈥淲e need to change the way we eat. That requires people to understand the consequences of their food choices,鈥 she says. 鈥淯ltimately, we want to help people make better decisions in their daily routines.鈥

So what will the FOODMISSION platform look like in practice? It鈥檚 still too early to say, De la Hera explains. The team is currently laying the scientific and conceptual foundation for the platform. Based on existing research, they aim to identify which strategies work best and why. They鈥檙e also gathering feedback from citizens and sustainable food professionals, because a good gamification strategy must convey the right message in a way that resonates with the user. Striking that balance is not always easy. 鈥淪ometimes game designers focus too much on fun, while behavioral experts may not understand how gaming works,鈥 she notes.

Girl with a phone playing a foodgame

Small steps, big potential

De la Hera is convinced of the power of gamification. 鈥淕amification helps us break complex behavioral change into small, achievable steps. Even if we want to change, we often don鈥檛 know where to begin. A game gives you something to do, it activates you. You're not just watching, you're participating.鈥 Despite her enthusiasm, she still encounters skepticism. 鈥淭here鈥檚 a lot of stigma around gaming,鈥 she observes. 鈥淧eople still raise eyebrows when I let my kids play.鈥 But to her, the benefits are clear. Games offer more than entertainment, they鈥檙e tools for learning and social change.

Beyond individual choices

The project doesn鈥檛 stop at individual behavior. FOODMISSION also works with stakeholders such as restaurants, supermarkets and policymakers to identify barriers to sustainable food practices. 鈥淯nhealthy food is cheap and everywhere, for example. Healthier alternatives are often harder to access,鈥 she says. The ambition is not just to develop a digital platform, but to help shape better food policies across Europe. 鈥淲e know that change is necessary if we want a sustainable future. And if this project succeeds, we can help shape both the policies and the practices of tomorrow.鈥

Researcher
More information

Please contact Julia Wetsteijn for more information, Press Officer at Erasmus School of History, Culture & Communication: wetsteijn@eshcc.eur.nl , 010-4082316

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The highly anticipated EU-funded FOODMISSION project has officially begun, marked by a successful kick-off meeting held on January 14-16 in Bergen, Norway.
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