Short answer
Incorporate augmented reality elements into design projects focused on sustainability education to boost user engagement and perceived competence, and plan for sustained interaction.
- Field
- Sustainability
- Source
- Computers (2026)
- Method
- Repeated cross-sectional longitudinal analysis
- Sample
- 1094 questionnaires collected across three waves (S1-PRE: N=221, S2-POST: N=439, S3-FU: N=434).
- Evidence
- Moderate effect
Heritage-based mobile augmented reality games can positively impact users' self-perceived sustainability competence, with initial gains showing some persistence over time. This sustainability research insight is drawn from a 2026 study published in Computers. Using Repeated cross-sectional longitudinal analysis with 1094 questionnaires collected across three waves (S1-PRE: N=221, S2-POST: N=439, S3-FU: N=434)., researchers explored how this design variable affects real-world outcomes. The key design takeaway: Incorporate augmented reality elements into design projects focused on sustainability education to boost user engagement and perceived competence, and plan for sustained interaction.
Mobile AR Games Enhance Perceived Sustainability Competence, With Gains Partially Sustained Post-Intervention
Heritage-based mobile augmented reality games can positively impact users' self-perceived sustainability competence, with initial gains showing some persistence over time.
Computers · 2026
Key Findings
- 01Significant improvement in perceived sustainability competence from pre-intervention to post-intervention.
- 02Perceived competence partially decreased at follow-up but remained higher than pre-intervention levels.
- 03The 'Embodying Sustainability Values' domain showed notable changes.
Application
Design takeaway
Incorporate augmented reality elements into design projects focused on sustainability education to boost user engagement and perceived competence, and plan for sustained interaction.
How to apply
Develop an AR application that guides users through sustainable practices in a real-world setting, with features that encourage reflection and continued engagement.
Project actions
- 01Consider using AR to make sustainability concepts more tangible and interactive in your design project.
- 02Think about how to measure perceived competence, not just knowledge.
Method & Evidence
Variables
Strengths & Limitations
Strengths
- +Longitudinal data collection provides insight into sustained effects.
- +Large sample size across multiple data collection points.
Limitations
Measuring 'perceived' competence is subjective. The study's focus on a specific AR game and heritage context might limit its broad applicability.
Reliability & validity
The use of a validated, adapted instrument (GCQuest) and statistical methods appropriate for ordinal data (non-parametric comparisons, effect-size estimation) contributes to reliability and validity. However, relying solely on self-perception limits construct validity regarding actual competence.
Think critically
To what extent does 'perceived' competence translate into actual behavioral change, and what design interventions are most effective in bridging this gap?
Design Principles
"Immersive digital experiences can foster pro-environmental attitudes and skills, but require ongoing engagement strategies for lasting effect."
This research highlights the potential of gamified, immersive digital experiences to foster environmental awareness and skills. Designers can leverage augmented reality to create engaging educational tools that not only inform but also cultivate a sense of responsibility towards sustainability.
What This Means for Your Design
Playing a game with augmented reality about sustainability made people feel better about their knowledge and skills related to the environment, and this feeling lasted for a while, though not as strongly as right after playing.
How to use in your project
- 1.Reference this study when discussing the potential of digital tools, like AR, to influence user perceptions and behaviors related to sustainability.
- 2.Use the findings to justify the use of interactive elements in your own design project.
Add to My Project
Quick Cite
Paragraph starter
This research indicates that interactive technologies, such as augmented reality games, can significantly enhance users' self-perceived competence in sustainability. The study found that while immediate post-intervention gains were substantial, a portion of this increase was retained at a follow-up stage, suggesting a lasting, albeit moderated, impact. This supports the use of immersive digital experiences in design projects aimed at fostering environmental awareness and skills.
Source
Computers
The Art Nouveau Path: Longitudinal Analysis of Students’ Perceptions of Sustainability Competence Development Through a Mobile Augmented Reality Game
journal · 2026
View sourceQuestions About This Research
- What does the research say about mobile ar games enhance perceived sustainability competence, with gains partially sustained post-intervention?
- Incorporate augmented reality elements into design projects focused on sustainability education to boost user engagement and perceived competence, and plan for sustained interaction. Evidence: Computers (2026).
- Why does "Mobile AR Games Enhance Perceived Sustainability Competence, With Gains Partially Sustained Post-Intervention" matter for design?
- This research highlights the potential of gamified, immersive digital experiences to foster environmental awareness and skills. Designers can leverage augmented reality to create engaging educational tools that not only inform but also cultivate a sense of responsibility towards sustainability.
- How can designers apply this research?
- Incorporate augmented reality elements into design projects focused on sustainability education to boost user engagement and perceived competence, and plan for sustained interaction.
- What were the main findings?
- Significant improvement in perceived sustainability competence from pre-intervention to post-intervention.. Perceived competence partially decreased at follow-up but remained higher than pre-intervention levels.. The 'Embodying Sustainability Values' domain showed notable changes.
- What research method was used?
- Repeated cross-sectional longitudinal analysis with 1094 questionnaires collected across three waves (S1-PRE: N=221, S2-POST: N=439, S3-FU: N=434)..
- How strong is the evidence?
- Evidence strength is rated Moderate effect, based on a 2026 journal from Computers.
- What should I do differently in my next project?
- Develop an AR application that guides users through sustainable practices in a real-world setting, with features that encourage reflection and continued engagement.
- What are the limitations?
- Self-reported competence may not reflect actual skill levels. The study treated waves as independent samples, not tracking individual user journeys. The specific context of heritage interpretation might influence generalizability.