Interdisciplinary Programs Office Division of Environment and Sustainability 225 Affordable, Sustainable Fashion!? Supervisor: SAUERWEIN Meike / ENVR Co-supervisor: MATUS Kira / ENVR SINGH Renu / PPOL Student: HALIM Vanessa Theodora / CPEG MAK Tin Nok / IPO PANJETA Simarpreet Kaur / MARK Course: UROP1000, Summer UROP1100, Summer UROP1000, Summer The “Affordable, Sustainable Fashion!?” UROP project aims to investigate the general public’s fashion consumption pattern under the influence of the COVID-19 Pandemic in Hong Kong, as well as the government actions and/or private initiatives towards the textiles waste problem mainly across five countries/regions nearby Hong Kong. Literature reviews on government data and local community initiatives are conducted to understand more about the amount of textile waste, recycling rate and end-of-life options of clothing items in different Asian societies. Additionally, as a continuation of previous findings to understand more on consumers’ fashion consumption pattern since the pandemic, a second survey with Chinese translation had been developed and launched to broaden the previous scope of Hong Kong University Campus to the entire Hong Kong society. The survey result, which will be analyzed in the future, can provide useful insights regarding sustainable fashion consumption in Hong Kong. Apps and Tools to Encourage Responsible, Sustainable Consumption Supervisor: SAUERWEIN Meike / ENVR Student: YEUNG Man Lai / CHEM Course: UROP1000, Summer Exploring new methods that can instil the mindset towards sustainability consumption (SC) and cultivate a habit of mindful consumption to the public is necessary for the near future since issues of resource limitation are intensifying. While there are more and more educational classed and initiatives for students to learn about SC in schools or university there are limited ways to reach general citizens to acquire knowledge or change their attitude to induce behaviour change. Earlier studies have investigated how playing games can increase awareness and knowledge of students on particular issues, such as sustainability, yet there is little evidence that such games could be accessed by the general public and have a similar educational impact if played outside a class setting. Furthermore, there is a lack of statistical evidence for such studies. Hence, this study focuses on how effectively serious gaming can increase the awareness of sustainable and collaborate consumption (CC), comparing game-play in an educational context with a casual game play setting. The findings show that serious gaming can raise the awareness of CC and SC in both casual play and serious gaming, while educational debriefing after gaming could maximize the effectiveness of raising SC awareness among participants.
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