26 | Digital Fashion – The Decline of Quality: Fast Fashion’s Unsustainable Legacy

My previous blog entries have been concerned with discussing digital fashion with one of the main concerns being the absence of materiality. I described how materiality is a central component in the fashion design process and that materiality also helps us connect to clothes through the sensory experience. In connection to this, I want to discuss a related issue which has plagued the fashion industry in recent decades: the decline of fabric and garment production quality. This exploration aims to investigate if materiality is generally on the decline as a determining factor in fashion design today, or if the increasing loss of quality is a phenomenon limited to the fast fashion side of the industry.

In recent years, the fashion industry has undergone a significant transformation, with the rise of fast fashion dramatically altering the landscape of clothing production and consumption. This shift has not only changed how we shop but has also had a profound impact on the quality of fabrics used in our garments. The decline in fabric quality, largely attributed to the fast fashion model, has far-reaching consequences for both consumers and the environment.

Fast fashion refers to the rapid production of inexpensive, trendy clothing designed to be worn only a few times before being discarded. This model prioritises speed and cost over quality, resulting in garments that are often made from lower-grade materials and with less attention to craftsmanship1.

The fast fashion industry has experienced significant growth, with revenue showing an upward trend since 2021 after a brief decline during the COVID-19 pandemic2. This resurgence, however, comes at a cost to fabric quality and environmental sustainability.

One of the most notable changes in fabric quality is the increased use of synthetic fibres. Fast fashion brands often rely heavily on materials like polyester, acrylic, and nylon, which are derived from fossil fuels. These synthetic fabrics are chosen for their low cost and ease of production, but they come with significant environmental drawbacks, such as non-biodegradability. Synthetic fibres can take hundreds of years to decompose, contributing to long-term pollution.

When washed, synthetic clothing releases microfibres that escape filtration systems and end up in waterways, harming aquatic ecosystems. Apart from these environmental concerns, synthetic fibres also feel different on the body than natural fibres, with their characteristics often being described as less comfortable and of lower quality. 

The emphasis on rapid production and low costs for fabrics has also led to a decline in the overall quality of garment construction. Fast fashion items often feature inferior stitching techniques, making them more prone to tears and loose threads3. The rush to meet high consumer demand results in less thorough quality control, leading to more defects in finished products3. This decline in craftsmanship not only affects the longevity of clothing but also contributes to the devaluation of traditional textile skills and artisanal practices4.

The deterioration in fabric quality has had a ripple effect on the second-hand clothing market. Traditionally, second-hand stores have played a crucial role in extending the lifecycle of garments. However, the influx of poorly made fast fashion items is undermining this sector:

Many fast fashion garments are of such poor quality that they cannot be resold after just a few uses3. Clothes made from low-quality materials often fall apart after minimal wear, making them unsuitable for resale3. This trend is particularly concerning as it hampers efforts to create a more circular and sustainable fashion economy.

The decline in fabric quality, driven by fast fashion, has severe environmental implications:

The short lifespan of fast fashion items leads to millions of tons of textile waste in landfills annually4. The constant production of new, low-quality garments also requires continuous extraction of raw materials and energy resources. Moreover, the fast fashion model often relies on exploitative labor practices in developing countries, where workers face harsh conditions and minimal pay to meet the demands of rapid production3.

Research supports the observed decline in fabric quality. A study published in the Journal of Cleaner Production found that the average lifespan of clothing items has decreased significantly over the past two decades, correlating with the rise of fast fashion1. The study also noted a marked increase in the use of synthetic fibres, which now dominate the textile market due to their low cost and ease of production. Another scientific investigation, published in Environmental Science & Technology, revealed that synthetic microfibres from clothing are a major source of microplastic pollution in aquatic environments5. This research underscores the environmental impact of low-quality, synthetic fabrics commonly used in fast fashion.

While the current state of fabric quality in the fast fashion industry is concerning, there are signs of positive change: Consumers are becoming increasingly conscious of the environmental and social impacts of their clothing choices6. Some brands are exploring more eco-friendly materials and production methods, including organic and recycled cotton. There’s a growing movement towards investing in higher-quality, longer-lasting garments as an alternative to fast fashion.

The decline in fabric quality, largely driven by the fast fashion industry, has significant implications for consumers, the environment, and the future of the fashion industry. Developments analysed in this post suggest that materiality has been on the decline as a deciding factor for consumer behaviour in recent decades, at least in the fast fashion market. But the decline in quality has reached all segments of the fashion industry and is therefore a more general concern in fashion. However, more recent developments towards awareness of the advantages of natural and higher quality materials in consumers might indicate a change in the tides.

1 Yu, Gomez-Borquez, and Zaichkowsky, “Mitigating Trendy Cheap Fast Fashion’s Negative Impact.”
2 Dai, “The Fast Fashion Industry in the Post-Pandemic.”
3 “Fast Fashion Causes Decline in Quality Second-Hand Clothes.”
4 Jovells, “Why Is Fast Fashion Bad? Beyond the Price Tag.”
5 Ruiz, “47 Official Sustainable Fashion Statistics 2025.”
6 Güven and Yakın, “Fashion Consumption Behaviors of Sustainability Consumers: Fast Fashion or Slow Fashion?”


Sources: 

Dai, Yukun. “The Fast Fashion Industry in the Post-pandemic.” BCP Business & Management 38 (March 2, 2023): 598–603. https://doi.org/10.54691/bcpbm.v38i.3745.

Güven, Hüseyin, and Volkan Yakın. “Fashion Consumption Behaviors of Sustainability Consumers: Fast Fashion or Slow Fashion?” Journal of Human Sciences 20, no. 4 (October 21, 2023): 596–610. https://doi.org/10.14687/jhs.v20i4.6424.

Jovells, Salva. “Why Is Fast Fashion Bad? Beyond the Price Tag.” Sumissura (blog),  February 6, 2025. https://www.sumissura.com/en/blog/why-is-fast-fashion-bad.

Ruiz, Arabella. “47 Official Sustainable Fashion Statistics 2025.” TheRoundup, March 18, 2024. https://theroundup.org/sustainable-fashion-statistics/.

Winssolutions. “Fast Fashion Causes Decline in Quality Second-hand Clothes,” December 20, 2024. Accessed February 28, 2025. https://www.winssolutions.org/fast-fashion-triggers-troubling-decline-in-quality-of-second-hand-clothing/.

Yu, Yunzhijun, Claudia L. Gomez-Borquez, and Judith Lynne Zaichkowsky. “Mitigating Trendy Cheap Fast Fashion’s Negative Impact.” Journal of Sustainable Marketing, September 28, 2023, 1–21. https://doi.org/10.51300/jsm-2023-108.

29 | IMPULSE #8 – Conducting Interviews

After conducting interviews with three very different individuals, I’ve gained a much clearer understanding of how people approach sustainability – and how those differences impact their needs, challenges, and openness to digital tools like an app. These conversations made it clear that not every group is equally suited for a sustainability app, especially one designed to promote long-term behavior change through gamification.

Here’s a breakdown of what I discovered, how I interpreted the insights, and why I decided to focus on one specific target group for the app.

My first interview was with a social worker who shared insights about people experiencing homelessness or struggling with severe financial challenges. For this group, sustainability is not a priority in daily life, it’s a secondary concern compared to meeting basic needs like housing, food, and security.

Many sustainable behaviors (like using public transportation or reusing items) occur out of necessity rather than intentional environmental consciousness. However, there’s little to no active interest in environmental topics or a willingness to invest time in learning about them. Trust in technology and systems is also quite low in this demographic, which would make it hard to engage them with a digital tool like an app.

While this group has a unique relationship with sustainability, the barriers – such as lack of interest, technology skepticism, and the need for significant external incentives – are too high. Building an app for this audience would require substantial financial resources (e.g., offering monetary rewards like vouchers), and the long-term impact on behavior would likely be minimal.

The second interview was with a university student who represents a digitally savvy, younger audience. This group already has some baseline awareness of sustainability, often influenced by news, social media, and conversations with friends. However, they frequently struggle with barriers like time constraints, financial limitations, and the temptation to choose convenience over more eco-friendly options.

What stood out is this group’s openness to apps and digital solutions. They’re familiar with using apps to track habits, manage their lives, and even make sustainable choices (e.g., shopping second-hand or calculating carbon footprints). They’re not perfect in their sustainable behavior, but they’re willing to engage if the app fits easily into their daily routines and offers practical, actionable advice or tools.

This group has a strong foundation to build on. Their openness to technology, combined with a moderate level of intrinsic motivation, makes them an ideal audience for a sustainability app. An app targeting them could bridge the gap between awareness and action by offering low-effort, engaging features to encourage small but meaningful behavior changes.

The third interview was with someone already deeply committed to sustainable living. This person actively seeks out ways to reduce their carbon footprint, follows a vegan lifestyle, and consciously avoids overconsumption. For them, sustainability is already fully integrated into their values and daily decisions.

While they appreciated the idea of a sustainability app, they don’t need that much external support or motivation. They’re already doing the work and are unlikely to benefit significantly from gamification or basic tips. However, they did express interest in features that could connect them with like-minded individuals or deepen their existing knowledge and also being rewarded for already living sustainably is a plus too.

While this group is aligned with the mission of sustainability, they don’t need an app to motivate them. They’re more likely to use an app as an optional tool to share knowledge or connect with others rather than as a primary driver of behavior change.

Based on the interviews, the group that stands out as the most promising for a sustainability app is young adults who already have some awareness of sustainability but struggle to act on it consistently. This group strikes the perfect balance between interest, accessibility, and potential for impact. Here’s why:

  1. This group is familiar with using apps for self-improvement and is comfortable with technology, making it easier to design a digital solution that resonates.
  2. While external barriers like convenience and cost exist, they’re open to developing a deeper, more intrinsic motivation if the right tools and incentives are provided.
  3. This group is large, diverse, and at a transitional stage in life where habits are still forming. By helping them make small, consistent changes now, the app could create long-term ripple effects in their behavior.

While the other two groups offered valuable insights, they aren’t ideal primary audiences for this app.

  • Socially Disadvantaged Individuals
    The challenges of reaching and engaging this group would require a very different approach, such as offline initiatives or significant financial incentives, which fall outside the scope of this project.
  • Sustainability Enthusiasts
    This group doesn’t need basic support or motivation. While they could be secondary users in a later phase (e.g., as community contributors), they don’t represent the best starting point for achieving widespread impact.

Knowing that young adults with a basic awareness of sustainability are the target group allows me to focus on features that address their specific needs and challenges. Here are some initial ideas:

  1. Gamification: Points, badges, and progress tracking to make small sustainable actions feel rewarding and fun.
  2. Low-Effort Tips: Simple, actionable suggestions that fit seamlessly into their busy routines – like swapping products or reducing food waste.
  3. Personalized Goals: Tailored recommendations based on their habits, interests, and barriers (e.g., budget-friendly options for students).
  4. Community Features: Opportunities to connect with peers, share progress, and get inspired by others’ sustainable choices.

The interviews have given me a clear direction for the app: focus on young, tech-savvy adults who are open to change but need a little help getting there. By designing a tool that’s easy to use, motivating, and relevant to their daily lives, I believe this app has the potential to make a real impact – not just for individuals, but for the environment as a whole.

28 | IMPULSE #7 – Designing Interview Guides

For my master thesis topic it is important to me to listen to people with different experiences, perspectives, and priorities. That’s why I created three different interview guides to dive deeper into how people approach sustainable behavior in their daily lives. Before conducting the interviews, I wanted to share my thought process for designing the guides and, most importantly, why I chose three very different kinds of interview partners.

My goal is to understand the real barriers, motivations, and habits surrounding sustainability in various contexts. To do that, I needed interviewees who represent distinct viewpoints. In the following I will explain who these people are, why I chose them, and what I hope to learn from each conversation.

The first interview partner (let’s call them P1) is a social worker who has extensive experience working with people in challenging life situations, specifically in the area of homelessness. I chose P1 because they work closely with individuals who face systemic barriers, such as financial instability, lack of housing, and limited access to resources. These challenges often shape how people approach sustainability – if it’s even on their radar at all.

My goal with this interview is to better understand how social and economic disadvantages influence sustainable behavior. For example:

  • How does limited income affect daily decisions like transportation, food, or clothing?
  • Is sustainability seen as a privilege for people who don’t have to worry about survival first?
  • What role does access to technology play in shaping their habits?

P1 can provide a window into a world where sustainability is often a secondary concern, and any actions taken (like using public transport or buying second-hand clothes) might be driven more by necessity than intention. This perspective is crucial because it can show the importance of making sustainability accessible to everyone – not just those with disposable income or extra time.

The second interview partner (P2) is a young medical student in their early 20s. This person represents a group that is often aware of sustainability issues and wants to do their part—but doesn’t always prioritize it due to life circumstances. Think of the daily juggling act that comes with being a student: attending lectures, studying for exams, and managing a tight budget.

I chose P2 because they are at a transitional stage in life where habits and priorities are still being shaped. Students often care about the environment and feel the pressure to “do better,” but convenience, cost, and a busy schedule can make sustainability feel like just one more thing on a long to-do list.

From this interview, I hope to explore questions like:

  • What drives young people to engage in sustainable behavior? Is it peer pressure, personal values, or something else?
  • What compromises do they make between convenience and sustainability?
  • What tools, apps, or strategies help them make greener choices – or would help if they existed?

This interview will help me understand what motivates this group to stick to their sustainable intentions and what might cause them to give up. The insights from P2 could reveal how to make sustainability more practical and appealing for those with busy lives.

Finally, my third interview partner (P3) is someone who is deeply committed to living a sustainable lifestyle. They’re in their early 20s and currently studying biotechnology. P3 already makes conscious decisions about what they buy, how they travel, and even what they eat (they’re vegan). However, they’re also deeply frustrated with how hard it can be to stay consistent.

I chose P3 because they represent the group of people who are most passionate about sustainability but still face significant challenges in living out their values. Despite being highly motivated, they often feel like the system isn’t set up to support them, whether it’s due to lack of infrastructure (like public transport) or the higher cost of sustainable products.

This conversation will focus on questions like:

  • What are the biggest barriers even for someone who is committed to sustainability?
  • What role does frustration play in shaping their behavior? Does it motivate them to do more or make them feel burned out?
  • What would make it easier for them to stay on track?

P3’s perspective will provide insights into the gap between intention and execution—and how we can close that gap for the most environmentally conscious among us.

By interviewing people from such different walks of life, I hope to get a fuller picture of how sustainability fits into the real world. Sustainability isn’t a one-size-fits-all concept. For some, it’s about small, incremental changes that fit into a busy schedule. For others, it’s tied to bigger systemic issues that make it harder to even consider the environment when basic needs aren’t met.

The goal isn’t to compare these groups or rank their efforts but to understand how sustainability looks through their eyes. Each interviewee offers unique insights that can help shape solutions that make sustainable living more accessible and appealing.

Once I conduct these interviews, I’ll be diving into their answers to identify patterns, surprises, and actionable takeaways. I hope their perspectives will shed light on how we can make sustainability something that works for everyone – not just those with the time, money, or resources to focus on it.

Impulse #07: CoSA

CoSA Energy Space
Links

CoSA: https://www.museum-joanneum.at/cosa-graz

27 | IMPULSE #6 – Visit of the Center of Scientific Activities (CoSA)

Yesterday, I had the chance to visit the CoSA – Center of Science Activities in Graz, a hub of interactive learning designed to make science and technology engaging for all. Among its many features, one area stood out to me: the CoSA_Energy section. This part of the exhibition focuses on sustainability, energy, and how our daily choices impact the environment. Given my interest in creating a sustainability-focused app, I found this visit incredibly inspiring. Here’s a detailed account of my experience and reflections on how these ideas could be integrated into my project.

The CoSA_Energy area is brilliantly designed to encourage self-exploration. Upon entering, I took a lanyard with a token shaped like a lightbulb—my personalized key to activate the exhibits. At each of the seven interactive stations, covering topics like energy, mobility, clothing, and food, I could absorb information and later test my understanding with a quiz question. My answers were saved to my token, which added a playful, competitive element to the experience.

Each station was not only highly informative but also incredibly engaging. For instance:

  • Food: The Information like videos of street surveys and information was displayed in digital cooking pots, with an emphasis on the carbon footprint of different diets.
  • Shopping: A real shopping cart, extended and enhanced with a digital overlay, allowed me to learn about product sustainability through putting items that were talked about into my shopping cart. In a way it was designed to see different opinions and habits of people in a street survey without them being judged for their decisions, which allowed me to form my own picture of which actions I see critically and in which I possibly recognize myself.
  • Clothing: By scanning price tags of different items, I discovered whether garments were produced sustainably, second-hand or simply overpriced for branding. This activity can be eye-opening to people who don’t put that much thought into their shopping-decisions, as it showed the hidden environmental costs behind fast fashion.
  • Mobility: A bicycle-powered video station showed the different mobility needs of different groups. E.g. cyclists want safer cycle paths and no obstacles like parking cars in their way. Store owners need charging zones and car drivers say public transport is much slower than if they just drive to their workplace etc.

The mix of physical interaction and digital feedback kept me fully engaged, demonstrating how well gamified learning can work.

As I moved through the exhibits, I already thought about how some of these concepts could be adapted to a digital app. The idea of a personalized token, for example, could translate into a digital profile within the app, where users track their progress through challenges. Similarly, the interactive elements, like scanning clothing tags or generating power to reveal insights, could inspire app features that use augmented reality or motion sensors to create immersive experiences.

Additionally, CoSA’s quiz system at the end of each activity provided a great model for reinforcing knowledge while keeping it playful. In my app, I could integrate similar quiz-like rewards that help users retain information while earning points or badges.

What made the CoSA_Energy area so effective was its balance between education and fun. Each exhibit was meticulously designed to make complex topics accessible and interesting. For example, the cooking pots and shopping cart stations added a tangible aspect to abstract ideas like food miles and sustainable consumption. These interactions weren’t just entertaining – they made the information stick.

This approach aligns perfectly with my goal of motivating people to adopt more sustainable habits through an app. By incorporating game mechanics, such as unlocking content or comparing scores with friends, I could replicate CoSA’s ability to make sustainability both personal and engaging.

Visiting CoSA was an inspiring reminder of how powerful gamification can be in driving behavioral change. The exhibition succeeded in taking complex topics and breaking them into fun, bite-sized, interactive experiences.

For my app, I aim to achieve the same balance of education and entertainment. Features like augmented reality challenges, scannable items for instant feedback, and personal progress tracking could motivate users to reflect on their habits while learning how to make more sustainable choices.

The CoSA_Energy area also emphasized the importance of visual and tactile engagement, something I’ll prioritize in my app’s design. Whether through a digital garden that grows as users complete tasks or a sustainability leaderboard, the goal is to create a tool that is not only educational but also genuinely enjoyable to use.

CoSA: https://www.museum-joanneum.at/cosa-graz/spaces

More on Gamification and Game-based learning: https://uwaterloo.ca/centre-for-teaching-excellence/catalogs/tip-sheets/gamification-and-game-based-learning

Gamification in museums: https://pfeffermind.de/museum-gamification/#:~:text=Moderne%20Museen%20verwenden%20Gamification%2C%20um,Ausstellung%20wird%20zu%20einem%20Entdeckungsort.

IMPULSE #5 | Exhibition Visit: “Touch & Feel”

From the 10th to the 27th of October 2024, the re:pair festival took place at the MQ Vienna. During the festival, many activities and events took place, all revolving around the topic of repairing and fixing anything from appliances to bicycles, from musical instruments to furniture and, most importantly for me – clothes.

   “The third edition of the re:pair FESTIVAL will take place from October 10 to 27, 2024, with the festival headquarters located in the MuseumsQuartier.

This year’s re:pair FESTIVAL program offers an exciting mix of practice and theory with over 120 events. A variety of workshops will teach creative skills and the joy of repairing. Knowledge will be shared through lectures, ambulances, walks and two exhibitions.

To make the festival accessible to everyone, admission to most events is free.

Repair is an important tool in the fight against the climate crisis. Repair allows for more efficient use of products and more careful use of our resources. And it is easy to integrate into everyday life. Repair is cheap, fun, creative, and empowering.”1

Although I unfortunately missed most of the festival due to sickness and schedule conflicts, I managed to visit one of the exhibitions which was part of the program. The exhibition – curated by Tina Zickler – dealt with the quality of materials in fashion and emphasised the touch aspect of traditional natural materials versus modern materials. The title of the exhibition “Touch & Feel – Quality in Fashion” reflects this.

About the Exhibition “Touch & Feel”

“If you compare the quality of today’s fabrics, buttons and other sewing accessories as well as their workmanship with the standards of 100 years ago, you have to admit a blatant loss of quality. This is why many young people and adults are only familiar with low-quality clothing made from synthetic fibers, especially polyester. The outstanding properties of renewable natural materials – sustainability, durability and comfort – are unknown to many people today. The “Touch & Feel” exhibition shows the quality of fabrics, buttons and other sewing accessories in the past. Linen, silk, wool, rabbit fur, mother-of-pearl, glass and horn buttons versus polyester, polyamide and plastic ->>> Touch & Feel!”2

The exhibition was installed in the “Schauraum der Angewandten im MQ” in the Museum Quarter in Vienna. While the space is quite small, resulting in the exhibition having to be on a reduced scale, it still managed to incorporate several aspects material questions in the fashion system. Natural materials where exhibited in different states of fabrication. Linnen was displayed from the raw material to the first fibre processing to a finished piece of clothing. Visitors were allowed to touch all the exhibits which added considerably to the experience and gave the material component another dimension through which fibre quality could be comprehended.
The natural materials were juxtaposed with textiles made from synthetic fibre. In some cases, it is astonishing how similar the first impression of synthetic materials can be to natural materials. It is only once you touch and feel the materials on the skin that you can really perceive the difference as a wearer. 

Why is this Topic Relevant for my Thesis?

One of the aspects of digital fashion that is interesting to me is that the material quality of clothing, which is such an important aspect of fashion design gets completely lost. An interesting corresponding development in “traditional” fashion design of today – which was also covered in the exhibition – is that the material seems to become less important as well. Particularly in fast fashion, the tactile quality of the textiles seems to not be a priority any more, but the selection of material is much more dominated by considerations of price and outer appearance of the fabric. This has lead to a decline in overall fibre and textile quality across the board in the textile market because buyers are demanding low prices and quickly produced materials rather than sustainably produced and comfortable to wear fabrics. It will be interesting to delve further into the topic of materiality in my further research and writing. 

Images


1MuseumsQuartier Wien. “Re:Pair FESTIVAL.” Accessed November 12, 2024. https://www.mqw.at/en/program/repair-festival.
2re:pair Festival 13.10.–5.11.2023, Programm – Re:Pair Festival 10.-27.10.2024. (Translated by DeepL)

Sources

“Re:Pair FESTIVAL,” MuseumsQuartier Wien, accessed November 12, 2024, https://www.mqw.at/en/program/repair-festival.

re:pair Festival 13.10.–5.11.2023, Programm – Re:Pair Festival 10.-27.10.2024, October 11, 2024, Re:Pair Festival 10.-27.10.2024, October 11, 2024, https://repair-festival.wien/programm/?date=2024-10-11.

All Images © Helene Goedl 2024

25 | IMPULSE #4 – How video games are driving real-world change, insights GDC 2022

As the gaming industry continues to grow, so does its potential to inspire real-world change. This blog post is about two talks that were held at the Game Developers Conference (GDC) 2022.

Hunter Bulkeley from Tilting Point and Arnaud Fayolle from Ubisoft – showcased how the gaming world can effectively address climate issues. Bulkeley’s talk, Good Deeds Through Games: Integrating Features to Address Climate Change, and Fayolle’s presentation, Climate Game Toolkit for Content Creators, present compelling strategies for how games can help combat climate change, from embedding eco-friendly features directly into gameplay to influencing players‘ real-world actions. This blogpost explores how games can integrate climate-friendly initiatives and why doing so is beneficial not only to our environment but also to the gaming industry itself.

Bulkeley’s approach at Tilting Point demonstrates a practical and innovative way to integrate climate action directly into gameplay. Focusing on TerraGenesis, a mobile game themed around planetary development, Bulkeley describes how the team introduced a feature allowing players to contribute to reforestation efforts. Since the feature’s launch, TerraGenesis has enabled the planting of over 500,000 trees across several countries, proving that a well-aligned game feature can make a tangible environmental impact.

This concept is a step beyond simple in-game donations, it’s about embedding purpose into the gameplay itself. Players get to experience a sense of agency, knowing that their actions in-game have a real-world effect. Bulkeley stresses that choosing the right cause and a trustworthy partner, such as Tilting Point’s partner Ecology, is essential. Ecology’s role ensures that each player-driven contribution is fully traceable and impactful, aligning player actions with measurable environmental change. By pairing thematic elements of TerraGenesis with a reforestation initiative, the game creates a unique bridge between virtual and real worlds.

Arnaud Fayolle’s insights into how games can inspire cultural shifts underscore the potential of game narratives to build a sustainable mindset. Fayolle discusses games that use storytelling to raise awareness, such as Never Alone, which highlights the struggles of Indigenous peoples, or Horizon Zero Dawn, where environmental themes are central to the story. These narratives allow players to grapple with environmental challenges in a context that fosters empathy and understanding.

Through their ability to visualize potential futures, games can drive meaningful change in players’ attitudes toward the environment. For example, games like Plasticity showcase the devastating impacts of pollution, while Stardew Valley reconnects players with nature and promotes sustainable living. By immersing players in such narratives, developers can inspire players to adopt real-world eco-conscious behaviors.

Both Bulkeley and Fayolle recognize that games can do more than just tell stories about climate change – they can encourage players to take direct actions. In TerraGenesis, Bulkeley’s team found that players responded positively to opportunities to support reforestation simply by engaging with the game’s ecosystem. This engagement not only promoted environmental good but also increased ad engagement within the app, suggesting that players are more likely to participate in charitable actions when they involve time, rather than direct monetary contributions.

Similarly, Fayolle emphasizes the power of repeated in-game calls to action. In The Sims 4: Eco Lifestyle, players can build eco-friendly homes and see their neighborhoods transform based on their decisions, effectively modeling how individual actions contribute to larger environmental outcomes. This game mechanic primes players to consider similar actions in their own lives, fostering behavioral change that transcends the virtual world.

One key aspect of Fayolle’s Climate Game Toolkit is a focus on sustainable game production itself. Game studios, marketing teams, and hardware manufacturers all have a role to play in reducing the environmental footprint of games. Fayolle points out that by optimizing code and offering power-saving modes, games like Subway Surfers and Genshin Impact minimize energy consumption, reducing their environmental impact. These optimizations, though behind the scenes, can make a significant difference when scaled across millions of players.

Fayolle’s insights into graphic sobriety are also critical here. Games like Breath of the Wild and Team Fortress 2 achieve beautiful aesthetics with minimal resource use, demonstrating that impressive visuals don’t need to be energy-intensive. By optimizing textures and educating players on the environmental impact of high graphic settings, developers can help create a more sustainable gaming experience. This approach not only reduces power consumption but can also educate players on making eco-friendly choices in their gaming settings.

Both Bulkeley and Fayolle highlight that games can foster emotional resilience, another essential component in the face of climate challenges. Games like Spiritfarer and A Short Hike create narratives that normalize sustainable behaviors and emotional resilience, reinforcing these habits in players’ lives. Fayolle points out that behavioral transference from game to reality is a powerful tool. Dishonored, for example, promotes non-violent conflict resolution, while 80 Days subtly critiques consumerism, challenging players to think more critically about their real-world habits.

The idea is that by repeatedly experiencing these scenarios in games, players may adopt similar habits in real life. This principle is further exemplified by simulation games like Plague Inc. and Fate of the World, which use real-world science to model complex systems and long-term environmental consequences. By interacting with these systems in a virtual space, players gain an understanding of the interconnectedness of human actions and the natural world, potentially fostering a more climate-conscious mindset.

As both Bulkeley and Fayolle conclude, the gaming industry holds immense potential for influencing positive environmental change. Bulkeley urges developers to consider features that align with players’ interests and values, emphasizing that such initiatives can remain profitable when integrated thoughtfully. Meanwhile, Fayolle stresses that each facet of game development – from studio operations to game design – has a role to play in creating a sustainable industry.

By designing games that not only entertain but also educate and inspire, developers have the chance to engage players in meaningful climate action. The Climate Game Toolkit provides a robust framework for implementing these principles, empowering developers to leverage the cultural power of games to promote environmental sustainability.

Link to the Video Good Deeds Through Games: Integrating Features to Address Climate Change: https://www.youtube.com/watch?v=sYs7JwmgC7I

Link to the Video Climate Game Toolkit for Content Creator (GDC2022): https://www.youtube.com/watch?v=GaEAyeW-UlU

Gaming for the planet alliance: https://www.playing4theplanet.org/

23 | IMPULSE #2 – Clothing Swap

I’ve already attended a few clothing swaps so far, and every time I go, I’m reminded why they’re a great way to refresh my wardrobe sustainably. Today’s swap at Forum Stadtpark in Graz was no exception.
For anyone who hasn’t been to a swap before, it’s a bit like treasure hunting. You bring clothes you’re ready to part with, and in return, you can take something „new-to-you“ home, all without spending a cent. It’s a refreshing change from the shopping experience we’re used to, combining sustainability, creativity, and a good dose of community spirit.
This swap had all the usual excitement: people sorting through racks, helping friends to find pieces, and sharing stories about the items they were parting with. It’s a way to consume less, reduce waste, and still have fun with style.
Events like these show that, beyond the ecological benefits, clothing swaps are also about building community around a shared love of sustainable living and oftentimes there are even some foods and drinks provided.

One reason I keep coming back to these swaps is how effortlessly they support sustainable fashion. It shows that swaps are the best answer to the problem of fast fashion. By choosing to swap, you’re extending the life of clothes and reducing the need to produce new items.
It’s so easy to forget that every shirt, skirt, and pair of jeans has a footprint, from water consumption to emissions.
Even small acts like these can make a difference, especially when it means we’re keeping clothes in circulation and reducing the constant demand for “new.”
Swaps make sustainable fashion accessible and fun. They’re usually free, which removes the cost barrier of eco-friendly fashion for a lot of people.
Even though sometimes, making sustainable fashion choices can feel like an uphill battle, especially when fast fashion dominates, experiences like clothing swaps show that sustainable choices don’t have to be restrictive or expensive. If anything, they expand our options and offer a fresh take on fashion. In a world where fast fashion dictates what’s in style every season, swaps offer a refreshing mix of options from every trend, style, and decade. I left a lot of swaps with unique pieces that I never would have found in a fast fashion store.

One of my main focuses for my master’s thesis is finding ways to gamify sustainable choices, especially through everyday actions like clothing swaps. They are a natural fit for this idea because they’re low-effort but high-impact. In my project, I imagine an app that rewards users for sustainable actions like attending a swap or donating unused items.
This app would go beyond typical reward systems by incorporating points, badges, and other incentives each time someone makes an eco-conscious choice, such as going to a swap. Imagine you attend a clothing swap, and afterward, you get points or achievements added to your profile. These could eventually translate to tangible rewards or even unlock perks in local eco-friendly stores. For instance, 50 points might earn you a discount at a sustainable boutique, or you might receive invites to exclusive events or workshops on sustainable fashion.
One feature I think could be especially helpful is a map that shows upcoming swaps, thrift stores, and sustainable events nearby, so people could plan their wardrobe refreshes and eco-conscious shopping trips in advance. These points could also motivate people to start swapping regularly or even organize swaps in their communities.

Aside from in-person swaps, other platforms make it easier than ever to shop sustainably. One of my favorite online options is Vinted, where you can buy and sell secondhand clothes for affordable prices. Vinted’s marketplace is filled with a huge range of styles and brands, often available for a fraction of the retail price. Apps like Vinted are a great supplement to clothing swaps because they make it easy to extend the life of your clothes.

There’s also the option to browse through local thrift stores, which offers a similar thrill to attending a swap – you never know what you’ll find, and each piece feels more personal.
In Graz there are for example the Carla-Shops or Humana-Stores, but from time to time there are also very big Vino Kilo Sales, where you pay per kg clothes you want to take home, the next one in Graz will take place on 16th and 17th of November.

Stores and platforms like these also support sustainable fashion habits, and I’d love to include options like Vinted in my thesis project as another way to earn points for sustainable choices.

Events like today’s swap reinforce my belief that sustainable choices can be fun, accessible, and impactful. While fast fashion continues to dominate, small actions like choosing swaps can lead to bigger change. By integrating swaps into my project, I hope to make sustainable fashion more visible and encourage more people to make eco-conscious choices. And as these choices will become rewarding, there might be more people opting for sustainable options simply because it feels good, both personally and planet-wise.

Next Vino Kilo Sale in Graz: https://www.eventbrite.at/e/bethrifty-vintage-kilo-sale-graz-16-17-november-tickets-1036671060047?aff=ebdssbdestsearch&keep_tld=1
Vinted: https://www.vinted.at/
Carla Stores: https://www.caritas-steiermark.at/carla?gad_source=1&gclid=Cj0KCQjwm5e5BhCWARIsANwm06hjRVQ9Nka6YkVOj_7Eoph2YkXZ0amtt9Qu4PzqMmZwos7zzKGAS6EaAoInEALw_wcB

20 | Demo-Video of my game

I’m excited to share with you a video demonstration of my adaptation of the classic board game “Mensch ärgere dich nicht.” In this version, I’ve added a unique twist focused on sustainability and environmental education. Below is a video that walks you through the game. Please note that the audio and video quality might not be the best since I didn’t have professional equipment. Also, the video is in German, as the players were German speakers, and this made the most sense for the context. A detailed description of how the game is played can be found in blog post 17.

Unfortunately I can’t upload the video here because of the file size, but you can watch it here:
https://drive.google.com/file/d/1Fuqhzb4c88gWCH78gK7VYMnc6Bxh1T-y/view?usp=drive_link

In the video, you can see how the game incorporates special event fields and sustainability-themed event cards. Children learn more about environmental consciousness and sustainable decisions through various events and questions. The collection of environmental points helps reinforce the idea that sustainable actions are rewarded and crucial for overall victory.

Based on the feedback from my recent user testing, here are some potential additions and changes I might incorporate in the future to improve the game:

  • Create additional questions with multiple-choice answers (e.g., a, b, c) for questions like „Why is recycling important?“ or „Why is it better to buy local food?“
  • Incorporate more penalties to add variety, such as skipping a turn in the next round or having to go backwards.
  • Allow players to use excess environmental points in creative ways.
  • Integrate energy-saving fields more thoroughly into the gameplay or consider removing or changing them to something else for simplicity.
  • Separate questions and good/bad news cards, assigning them to different event fields to ensure both types are used effectively.

Creating this game has been a great journey so far, and the feedback from user testing has been very valuable. It’s clear that while the game is already fun and educational, there is room for improvement to make it even more engaging and meaningful. I hope you enjoy watching the video and that it gives you a good sense of how the game works. Remember, I don’t use gender-specific language in the video, but of course all players are included.

18 | Final Idea & Paper Prototype

After the last blog post I had a meeting with Birgit Bachler where we talked about the topic. I presented some of my ideas and got useful feedback. Based on the feedback received and my assessment of the potential and feasibility of each idea, I decided on the concept I wanted to further develop.

The final concept I landed on is creating a second-hand app for children’s shoes. There are multiple second-hand apps on the market, but there are none dedicated for children’s shoes. I focus on this user group because children continuously grow, and so their shoe size is constantly changing and there is a rapid change of shoes. There are for that reason a big potential for second-hand children’s shoes. This approach is not only more sustainable, but also cheaper. After discussing the idea with Bachler, we concluded that second-hand children’s shoes might be more acceptable than adult shoes, given the different hygiene concerns associated with used footwear. Another advantage of a second-hand app dedicated to shoes is that it might be easier to find the exact type of shoe that you are looking for, being able to filter on different shoe types.

After deciding on the concept, I started thinking about what features this app should contain and I searched for inspiration from other second-hans apps. I created a MoSCoW list to arrange the different features in order to help me decide on what was the most important ones and what I did not need.

After getting a more defined vision of what the app should contain I started to create paper prototypes. First I quickly sketched the different pages of the app and then I made some more detailed screens. The app is in many ways pretty similar to other second-hand apps, but there are some features that stand out, for example the option to add children to your profile so that you can easily find shoes that matches their size and preferences.

The log in page and the create new account page are pretty straight forward. When creating a new account, the information that are necessary for the app is asked from the user. The user can also add children when setting up their profile so that they can more easily find shoes for them.

In the home page, shoes recommended for the registered children are displayed. If there are no registered children, the shoes that are displayed will either be shoes recommended based on the previous purchases or shoes that are popular in the app. It is also possible to click on recommended sections for each child in order to get a more detailed view with possibilities to sort and filter (middle picture). When an ad is clicked on, a page with more details about the shoes will be displayed (right picture).

In the explore page, it is possible to search for specific tags, browse shoes based on shoe type and based on shoe brand. When browsing shoes in this section there is an additional filter option where the user can choose which child they are looking for shoes for (second picture from the left).

When adding a new shoe for sale, the user must fill out general information about the shoe and add pictures. The user must also decide where to send the shoes from, what package size that is correct and if they are open to meeting the buyer in person or not.

In the chat page, there is an overview of all the different chats and the user can filter the chats based on if you are buying or selling an item or both.

In the profile page there is an overview of the users profile, the children they have added and the shoe ads they have added, but also the shoe ads they have liked. It is possible to change the information about the children by clicking on the frame. The settings page can be reached from the profile page (icon in the upper right corner). In the settings page the user can manage their account and log out.

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