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The whitepaper motivates its work with the rapid growth of electronic waste, which is projected to reach 75 million tonnes by 2030.
"Gameful IoT Repair" presents two Serious Games, Re:Play and RepairLand, as a Research through Design response to the environmental harms of Internet of Things (IoT) e-waste. The work is motivated by the rapid growth of electronic waste, which reached 53.6 million tonnes in 2019 and is projected to hit 75 million tonnes by 2030, alongside a forecast of more than 29 billion IoT devices by 2030. The authors situate the United Kingdom as the second-largest per-capita contributor and identify gaps in public awareness of Right-to-Repair legislation, which currently excludes IoT devices, as well as a decline in practical repair skills within school curricula.
Re:Play is a deliberately broken handheld console kit that teaches repair through progressive, level-based challenges, while RepairLand is a speculative narrative game centred on the barriers consumers face when repairing a fictional IoT device, the PetTap. Both were refined through participatory workshops and public events. Feedback pointed to clearer instructions for diverse learners, improved customisation and ergonomics for Re:Play, and better wayfinding and presentation for RepairLand. The authors frame these tools around glued-shut device design, warranty restrictions, and restricted repair permissions as core obstacles to repair.
Playtesting of RepairLand across three settings, a UK evaluation with seven sustainability and IoT researchers, the Festival of Making 2024 with 20 questionnaire respondents, and the V&A Digital Design Weekend, found that players judged the game realistic and reflective and reported greater awareness of e-waste, repair barriers, and planned obsolescence. Many players were frustrated by how difficult the PetTap was to repair, and children under ten struggled to follow the game, prompting a recommendation for age-appropriate signage. Reported limitations included unreliable venue internet, overly sensitive controls, and the difficulty of demonstrating real-world impact beyond engagement and self-reported awareness. The evidence base is small and informal throughout, and the authors position the work as an ongoing iteration toward refining both games.
Thomas Brush · 2026