Modelling 03 00003 v3
Modelling 03 00003 v3
Abstract: Broader understanding of waste management has the potential to bring about broad societal
change impacting the climate crisis and public health. We present existing waste management tools
and commercially-available games involving waste management, highlighting the strengths and
opportunities left unaddressed by these tools in educational contexts and planning use cases. A
survey motivates the need for enhanced interactive tools providing clear feedback through quick-
visibility performance indicators. After identifying an opportunity to build upon highly-detailed
multi-criteria simulation tools, we explore the need for easy-to-read performance metrics that will
bring to the field of waste management easily identifiable and measurable key performance indicators
(KPIs) that vary alongside factors affecting waste management policies. Such metrics are introduced
Citation: Pappas, G.; Papamichael, I.; and detailed as part of a unified waste management model. We then develop a representative
Zorpas, A.; Siegel, J.E.; Rutkowski, J.; gamified educational tool based upon this model to be used by students, decision makers planning
Politopoulos, K. Modelling Key real-world policies, and the public. This simulator is built upon the Unity Game Engine and emulates
Performance Indicators in a Gamified waste management techniques and resulting KPIs within the context of a virtual city.
Waste Management Tool. Modelling
2022, 3, 27–53. https://doi.org/
Keywords: waste management; key performance indicators; gamified tools; simulation; modelling
10.3390/modelling3010003
Though tools have been developed to quantify waste management efficacy, and sim-
ulators have been built to allow individuals to “pull the levers” in a virtual environment
to gauge their impact, these metrics and simulators are needlessly complex and therefore
only serve a small audience. Existing simulations map inputs to performance indicators,
requiring a complex setup to develop and adapt models for environments such as cities.
This expertise requirement poses a barrier to knowledge that limits individuals’ under-
standing of waste management systems, whereas broader knowledge of waste management
could contribute positively towards the creation of enhanced social policies and constituent
engagement in an effort to reduce and manage waste.
There is an opportunity to create an informative, easy-to-use simulator to help all
types of individuals build an understanding of waste management and to evaluate the
impact of various changes on waste management performance, particularly in the context of
gamified tools. Building an understanding of challenges and opportunities within a larger
network has the potential to drive positive change in waste generation and management.
To that end, we build an educationally-focused tool in which students engage with a
virtual city, changing operational parameters and observing these parameters’ impact on
waste management performance. Adding to the novelty of the designed simulation is an
automated approach to selecting critical parameters and indicators to share with end users,
helping to select the most-informative features as a means of educating users on what to
look like when characterizing or designing their own waste management systems.
In this paper, we present existing waste management tools and commercially-available
games involving waste management, and highlight the strengths and opportunities left
unaddressed by these tools in educational and planning use cases. A brief survey motivates
the need for enhanced interactive tools focused on providing feedback through quick-
visibility performance indicators. After identifying an opportunity in building detailed
tools with enhanced multi-criteria simulation capabilities, we explore the need for easy-to-
read performance metrics that will bring to the field of waste management easily identifiable
and measurable key performance indicators (KPIs) that vary alongside factors affecting
waste management policies. To address this need, we develop a representative gamified
educational tool to be used by students and decision makers planning real-world policies.
This custom-built simulator is built upon the Unity Game Engine and emulates waste
management techniques and resulting KPIs within the context of a virtual city.
2. Prior Art
This section presents commercial games and research tools that include as a central
theme elements of waste management and waste management modelling. We present
popular games such as “Sim City 4” and “Cities: Skylines” alongside research tools like
“NetLogo” and explore the level of depth of their waste management approach as well as
their relative strengths and opportunities for improvement.
Figure 1. Landfill and waste-to-energy plant are potential options for waste management in SimCity 4.
Other city-building games have been used for urban development and waste manage-
ment research –Fernández and Ceacero-Moreno [5] tested Cities: Skylines (2015) to see if
it met the standards necessary to train environmentalists with gamified training scenar-
ios as well as to see if it was able to correctly identify and manage natural hazards that
occurred in the city. Cities: Skylines was also tested and scored in waste management, as
well as energy production, and health systems, and it was deemed sufficiently realistic
to be used in gamified learning [5]. Cities: Skylines is like SimCity 4 in that it groups all
types of waste as garbage, and all garbage can be treated or disposed of through various
means. In Cities: Skylines (Figure 2), waste disposal options include a floating garbage
collector for contaminated water, an incineration plant, a landfill site, a recycling center, an
ultimate recycling plant, a waste disposal unit, a waste processing complex, and a waste
transfer facility. These methods all have trade-offs, such as the waste disposal unit creating
a small amount of energy in exchange for a lot of pollution. One notable way in which
Cities: Skylines varies from SimCity is that some methods, such as the waste processing
complex and the recycling center, produce recycled materials from the waste, providing
Modelling 2022, 3 30
users with incentive to buy into more expensive recycling methods. Every building in the
city also has a garbage buildup meter showing how much garbage the building has and
its remaining capacity. If a building fills up with garbage, users are informed of the need
to empty the building lest it be abandoned. Research into both the SimCity franchise and
Cities: Skylines shows that commercial games are realistic enough to be viable for use in
gamified research and education, which makes their systems valuable to urban planning
and waste management.
Figure 2. The Recycling Center, Incineration Plant, and Landfill Site are among the waste management
options available to players of Cities: Skylines.
There have been recent research efforts to study the use of serious games in teaching
and evaluating strategies for urban waste management. Wu and Huang created a waste
management simulation game (Figure 3) that allows participants to control a city including
its waste management, and see the ramifications of their decisions on the city [6]. Simulation
users see waste accumulating in their city through a representative number of trashed
3D soda cans that litter the city’s streets if waste is not adequately managed. The effects
of this waste are also communicated to users through “official reports”, which provide
users with feedback and results related to their waste management choices, for example
with one report informing users that the dogs in the city are getting sick as a result of
consuming trash. Wu and Huang tested their waste management simulation on two
subject groups, Taiwanese undergraduate students and Taiwanese elementary school
students, and tracked both groups’ decisions relating to balancing economic growth and
the ecological effects of increased pollutants. Their research found that the undergraduate
students generally put more importance on economic growth while ignoring the negative
effects on the environment, while the group of elementary school students tried to balance
economic growth with limiting environmental pollution, leading to issues with untenable
resource allocation in other areas. Both situations focus on a core concept in teaching
waste management, notably that there must be compromise. A city may hire more waste
management workers and build more garbage trucks, but that will come at a monetary
and environmental cost—not to mention the need to sequester or otherwise dispose of
the waste.
Modelling 2022, 3 31
Figure 3. Wu and Huang’s Waste Management Simulation Game evaluated two groups’ planning
decisions with respect to economic and environmental impact (Adapted with permission from
Ref. [6]).
Wood of War is a serious game for waste management research created by Salazar
et al. [7]. This game (Figure 4) uses mobile user data to identify areas with excessive
solid waste build-up in Colima, Mexico throughout gameplay, and then compares these
data to a map of areas in Colima, Mexico with significant amounts of rainfall to identify
potential risk points where rain and trash could mix, blocking sewer drains and causing
flooding. The game encourages players to go to these areas to destroy or dispose of enemies
modeled to resemble sentient trash into piles of waste. Users are given extra points if
they find a new area of excess waste and tag it using GPS for the developers [7]. This
cycle of finding enemies in the real-world waste and finding trash-laden locations for more
points-bearing enemies keeps game participation high and allows the developers to collect
data valuable to local waste removal services [7]. Serious games like Wood of War can be
specialized to a specific area of need like Colima, Mexico, where urbanization has been
steadily growing in recent years while the waste management system is struggling to keep
up with its urban population’s excess waste. The game identifies areas of importance for
waste management officials to address such that associated negative externalities, such as
flooding from blocked sewer drains, can be managed responsively. Understanding where
waste build-up occurs most frequently by using the game’s data can also help officials
build more efficient waste removal routes.
Modelling 2022, 3 32
Figure 4. Wood of War encourages players to map trash by using real-world data to spawn trash
monsters (Adapted with permission from Ref. [7]).
Figure 5. NetLogo was used to model and project waste management in the Norte Pioneiro region of
Parana (Adapted with permission from Ref. [9]).
Eunice David Likotiko, Devotha Nyambo, and Joseph Mwangoka used NetLogo for
the real-time simulation of waste management decisions. In the simulation, citizens are
involved in optimizing the cost of waste collection services as well as providing decision
algorithms to determine the best mobility for waste collections and bins. The authors’
Modelling 2022, 3 33
model verified the optimal waste collection route, aiding the development of smart and
innovative waste management systems and modeling for real life scenarios. Continuous
empirical data and Geographical Information Systems (GIS) are proposed to be used for
further model extensions [10].
Addressing sociotechnical aspects of waste management, Vitor Miranda de Souza et al. [9]
used the dynamics of waste generation, disposal and collection to assess the eco-effectiveness
of a solid waste management plan using NetLogo. The authors assessed the eco-effectiveness
of Parana’s Norte Pioneiro region, forecasting waste generation, collection, and other
waste management processes. Different population growth scenarios were simulated from
2020–2038, with different criteria analyzed to generate success metrics. This illustrates
how NetLogo and similar ABMs may be used to inform socio-technical and socio-economic
aspects of waste management plans as well as model the influence of policy [9].
In Table 1, we summarize these representative games or gamified tools and showcase
their approach towards waste management.
Table 1. Comparison of waste grouping, disposal methods, notification methods, and use cases for
Waste Management Systems in Gamified Tools and Commercial Games.
A clear opportunity remains to develop a tool that combines gamification and ease-
of-use with robust simulation and easy-to-read performance metrics to provide a quick
feedback loop relating to policy and other changes.
Modelling 2022, 3 34
The weights wi represent the values that each factor f i ( x ) affects the waste manage-
ment problem.
One possible waste management optimization could potentially approximate the
“Green City” target. The cities, according to the “Green City” targets, tackle the most urgent
environmental challenges involving five key areas: air, water, nature and biodiversity, circu-
lar economy and waste, and, lastly, noise. Mayors agreeing to the “Green City’ targets must
establish ambitious plans over-exceeding the requirements of the EU laws and implement
policies to achieve those by 2030 [11]. However, this optimization is hard or impossible
to solve as a unified solution since it may involve factors that are both measurable and
non-measurable, such as human behavior or unanticipated environmental consequences.
Some may be measured using field research techniques in real time (measurable variables),
whereas others may require approximation. This may necessitate measuring the indirect
effects of lesser-qualitative factors, such as policy changes, over time.
Based on the team’s prior field research [12–16], we present what we believe to be
the most crucial and measurable factors in waste management to inform the design and
development of a waste management tool (as described in Section 4). This way, we are
trying to model an approximation of the problem, but not optimize it, as our first step.
These factors are the Key Performance Indicators and are showcased in Section 3.2.
collection. The purpose of these KPIs is to simplify assessing the perceived outcome
of waste management within a virtual city in order to provide quantifiable evidence of
performance [12].
The KPIs chosen to create a realistic user interface for the virtual city are amongst
those widely used in waste management analysis [12,13,15–19] and include: Waste Compo-
sitional Analysis (MSW-C), Municipal Solid Waste Production (MSW-P), Municipal Solid
Waste Recycling (MSW-R), Waste Production Rate (WPR), Waste Recovery Rate (WRR),
Generation Rate (WGR), Waste Infrastructure (WI), Clean Index (CI), Accumulation Rate
(AR) and Accumulation Index (AI), Mobility, Renewable Energy, Waste Water Treatment
Plant, Air Pollution, and Strategies.
Table 2. Waste Compositional Analysis categories, percent relative range and scaled amount of Waste
for the virtual City.
MSW-C is defined in Equation (3). The equation presents the ratio of the known reported
amount of each category of MSW(QknownMSW ) to the total amount of MSW(QTotalMSW ) at a
given time(t) [18]:
Q (t)
MSW − C = knownMSW (3)
Q TotalMSW (t)
The values are adapted from [13].
ratio of the average waste quantity per capita [12,15,18]. City geometry and population
determine the range of this number:
Q Tot (t)
MSW − P = (4)
Q POP (t)
Q RecycledMSW (t)
MSW − R = (5)
Q TotalMSW (t)
RecoveredWaste
WRR = (7)
MSW − P
WGR = (Waste production in one area (kg)) × (Citizens in the same area in one day) (8)
# o f bins
W.I = (9)
Population density
The range of recycle bins per population density must comply with the requirements
of the level of services presented in Section 3.2.8. The minimum range of waste bin
capacity must be the minimum 0.5–1.5 L/capita in line with 3(C) and maximum/over
1.5–2.5 L/capita as mentioned in level 1(A) in Table 6 [12,15].
Modelling 2022, 3 38
Table 5. Types of recycling bins proposed range per population density and range.
3.2.12. Mobility
The Mobility metric indicates the public transportation available for a given popula-
tion density. Mobility is directly interlinked with fuel consumption and greenhouse gas
emissions. This indicator helps authorities explore new innovative mobility plan strategies
in order to limit the environmental impact of transportation, especially in urban areas [35].
The use of public transportation in the simulation versus the choice of the user to trans-
fer by car will make a crucial difference regarding gas emissions. The choices of public
transportation offered in the virtual city are listed in Table 9.
Transportation
Buses
Trams/Trolleys
Trains/Underground Metro
Bike lanes
Walk lanes
Electric Cars
Important criteria for the selection of Mobility transportation Choices should be when
applicable:
• [A] Public Transportation must line with existing EU regulations regarding Trans-
portation means (i.e., 80% Electric Cars by 2050 [36])
• [B] They must cover existing National plans and targets.
• [C] Satisfy the needs of Public Transportation for the maximum population density
requirements.
• [D] Contribute to the existing National Plans to reduce Carbon Dioxide emissions.
The strategic distribution of green areas across the virtual city is essential in order for
all the citizens to have access to these green spaces. Therefore, Green Space must be closely
coupled to population density as well available public free space.
Table 10 indicates the choices of the user regarding green space categories. The limits
were chosen according to the recommendations of the World Health Organization [40,41].
Table 11. Renewable Energy Sources percentage share in Total Energy Production.
Data provided by the Transmission System Operator Cyprus for the year 2020 and the
Cyprus Energy Regulatory Authority [45,46]. The data collected concerned the population
of Cyprus of 888,000 citizens for 2019 and were scaled down for the 100,000 of the virtual
city [47]. The optimum maximum limit of 32% of Renewable Energy Sources in Total
Energy Production is derived from the Policy framework of the European Commission in
2014 for 2030 [48].
day) [50]. The Urban Waste Water Treatment Directive (WWTD) which is directly linked
to zero waste ambitions in the European Green Deal requires all European settlements to
provide their cities with agglomerations of the size of 2000 population equivalents or above
and equipment (i.e., Collection systems, Wastewater Treatment Plants) sufficient for the
waste water [51].
In this section, the indicator of Equation (14) presents only the number of houses
connected to the waste water treatment plant with a range of values from 0–100% [52].
This range submerges from data of Eurostat% [53], where, until 2018, Denmark, Latvia,
France, Malta, Finland, Austria, and the Netherlands had a 100% of their population
connected to a Wastewater Treatment facility, whereas Kosovo maintained only a 0.52% of
the population connected to wastewater treatment with the very next being Serbia with
14.12. Due to the fact that the quality of wastewater treatment emerges from the level of
treatment (Primary, Secondary, Tertiary) as well as the available infrastructure mentioned
above (Agglomerations and collection system), the indicator will be used regarding the
following conditions:
• [A] The wastewater treatment plant will perform all primary, secondary, and tertiary
treatment [50].
• [B] Agglomerations and collection systems are 100% treated in the wastewater treat-
ment plant.
• [C] The P.E of each area will always be within the limits provided by WWTD (≥2000
P.E).
• [D] Wastewater Treatment plants will protect environment and surface waters as well
as human health [49]:
connected population
W.W.T = × 100. (14)
total population
3.2.16. Strategies
Seeking to grow a sustainable world has necessarily increased the strategic relevance
of waste prevention [54]. To reduce the impact of industrial processes that affect severely
the environment, corporate policies must be set in place. The main focus of waste pre-
vention strategies is the reduction of landfill material, resource saving, the protection of
human health, and improved quality of life by sustainable economic development [14,18].
Strategies available include circular economy, the European Green Deal, the United Nations
Sustainability Goals, Zero Waste Policy, Energy Recovery, Smart Cities, Environmental
Management Systems, and R-strategies [12,28,43,55–57]. Strategies like these, effectively
implemented, will create a social shift in attitude that is vital to the success of any policy or
indicator. Table 12 illustrates the user’s available choices [16,43].
Categories
Circular Economy
European Green Deal (EGD)
United Nations Sustainability Goals (UNSDGs)
Zero Waste Policy
Low Carbon Society
Waste Prevention
Energy Recovery
Smart City
Environmental Management Systems (i.e., ISO14001, EMAS)
R-strategies
Corporate policies, such as ISO 14001, EMAS, zero waste, etc., can reduce the im-
pact of industrial processes on the environment by limiting energy requirements, im-
Modelling 2022, 3 43
proving waste water treatment processes, and increasing the social acceptance of such
initiatives [12,16,28,43,55–57].
At the same time, alternative energy scenarios which revolve around renewable energy
resources and/or energy recovery ensure the supply of reliable and efficient energy and
utilisation [58]. The emissions related to fossil fuels combined with climate change have
already forced many countries worldwide to explore strategies for better energy sources
compared to the global energy mix [59]. The transition to clean renewable energy and zero
emissions can be enabled by a shift to a more circular economy [43].
The concept of a Circular Economy (CE) is powerful tool many social groups including
policy makers, urban designers, and academics employ to fundamentally link resource use
with waste. CE is recognized by the European Union as an “irreversible global mega trend”
and is now an essential strategy for the accomplishment of the goals set in the European
Green Deal [43,60]. The shift from a linear to circular approach can result in the implemen-
tation of environmental and economic policies in order to achieve waste prevention, reuse,
and recycling which directly contributes to clean production and manufacturing. This
creates a stronger economy where resources are used in a more sustainable way [12,24].
An important category included in strategic sustainable development are the preven-
tion activities carried out by individuals or groups of people in a social structure. The
awareness activities related to waste prevention practices like reuse, recycling, refurbish-
ment, and material recovery are important for the successful transition to a sustainable,
environmentally acceptable development. Both domestic and industrial changes can lead to
the reduction of greenhouse gas emissions and to the development of new waste treatment
concepts [12,61].
The secret to waste prevention plans and to the implementation of strategies like
these is social behaviour and acceptance [14]. A broad-based willingness to contribute to
sustainable development is the fastest way to meet the standards and targets set by the
policy makers and urban developers [18]. While the behavior regarding household waste
prevention activities has been explored mostly on a qualitative rather than quantitative
level, activities focusing on the reduction of waste and thoughtful use of everyday products
are likely to reduce landfill waste [14,62]. It is vital for citizens to understand that waste
prevention is everybody’s responsibility and taking thoughtful actions before an item
becomes waste is an essential step to meet the sustainability standards [12].
Actions like these are presented in Table 13 where the available categories to assess
any prevention activities are introduced, e.g., food waste reduction or participation in home
composting, participation in web-platforms related with waste management in household
level, etc. [13].
Categories
Use of leftovers
Use of reusable Grocery Bags
Reusable Coffee Cup
Home Composting
Food Waste Campaign
Donations where possible (i.e., Toys,Books,clothes etc)
Book exchanges
Smart shopping list (buying exact necessities from stores)
Keeping vegetables and fruits in loosely tied bags
Reuse of electrical appliances
Electrical Appliances repair stores to extend life time of devices
qualitative approach to codify these correlations that, with methodological analysis, may
lead to not only qualitative but also quantitative assessment of an area’s sustainability by
addressing connections and dependencies between the indicators for the creation of links
on waste management systems [63].
Table 14. Proposed Correlations between KPIs which will be defined through research at field and
software such as lifecycle assessment, or other simulation tools.
Renewable Waste Water
MSW-C MSW-P MSW-R WPR WRR WGR WI CI AR AI Air Pollution Mobility Green Space Strategies
Energy Treatment Plant
MSW-C 3 3 3 3 3 3
MSW-P 3 3 3 3 3 3
MSW-R 3 3 3 3 3 3 3
WPR 3 3 3 3 3 3 3 3
WRR 3 3 3 3
WGR 3 3 3 3 3 3 3 3 3 3
WI 3 3 3 3 3
CI 3 3 3 3 3 3 3 3
AR 3 3 3 3 3 3
AI 3 3 3 3 3 3
Air Pollution 3 3 3 3 3 3 3 3
Mobility 3 3 3
Green Space 3 3 3 3 3 3 3
Renewable Energy 3 3 3 3 3 3
Waste Water Treatment Plant 3
Strategies 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3
Acronyms and Terms
MSW-C Waste Compositional Analvsis
MSW-P Municipal Solid Waste Production
MSW-R Municipal Solid Waste Recycling
WPR Waste Production Rate
WRR Waste Recovery Rate
WGR Waste Generation Rate
WI Waste Infrastructure
Cl Clean lndex
AR Accumulation Rate
Al Accumulation Index
houses do not reflect the numbers of the area population assigned but are representative
and increase user engagement and relatability. In Figure 7, we see that the population of
Area11 was automatically set to 2000 people by the tool. The rest areas were assigned with
each area having the value of one of the remaining choices from the options list.
Figure 6. The Waste Management Tool’s main menu allows players to start the simulator, view the
credits, or exit the game.
Figure 7. The Main Scene features a top-down view of the city, divided into nine parts. Each part can
be highlighted, selected, and clicked to view information about waste management KPIs and policies
in that region.
Having selected a specific area of the virtual city, the users may press the “Indicators”
button on the right side of their screen. After doing so, a panel with the indicators (Figure 8)
for the selected area appears. These indicators are the same KPIs that we have identified
and presented in Section 3.
Modelling 2022, 3 46
Figure 8. Key performance indicators for each region are shown on a dashboard to provide a
high-level, easily interperable overview of waste management performance.
In this panel, the KPIs present new buttons that users can interact with. For illustrative
purposes, we will explain how the first two indicators work. Starting with the Waste
Compositional Analysis (MSW-C), this KPI is comprised of multiple configurable values
each as described in Section 3.2.1. Using the amounts measured at Municipality of Paralimni
and scaling up from 18,601 to 100,000 people for our simulator, we created Table 15 to
display possible ranges in these categories for internal design purposes only. These amounts
are scaled to fit each population option for all areas. The final bounds for each population
option are presented in Table 16. These values are stored to an external and accessible
file enabling easy customization in the case of new research developments necessitating
specific game permutations.
Table 15. Waste Compositional Analysis categories for a population of 100,000 people and possible
range in tn for each of the categories (figures per [13]). This table is used only for designing purposes
and its amounts were later scaled to express the upper and lower bounds of each of the area
population options.
Table 16. The Lower and Upper Bounds for each of the categories for all population options. These values were scaled based on the range from Table 15.
Population: 1500 Population: 2000 Population: 5000 Population: 6500 Population: 7000 Population: 10,000 Population: 18,000 Population: 20,000 Population: 30,000
Lower Bound Upper Bound Lower Bound Upper Bound Lower Bound Upper Bound Lower Bound Upper Bound Lower Bound Upper Bound Lower Bound Upper Bound Lower Bound Upper Bound Lower Bound Upper Bound Lower Bound Upper Bound
PMD 750 1500 100 200 250 500 325 650 350 700 500 1000 900 1800 1000 2000 1500 3000
Plastic Film 300 750 40 100 100 250 130 325 140 350 200 500 360 900 400 1000 600 1500
Plastic Non Recyclable 150 450 20 60 50 150 65 195 70 210 100 300 180 540 200 600 300 900
Aluminun/ Ferrous 75 150 10 20 25 50 32 65 35 70 50 100 90 180 100 200 150 300
Paper 900 1500 120 200 300 500 390 650 420 700 600 1000 1080 1800 1200 2000 1800 3000
Glass 450 750 60 100 150 250 195 325 210 350 300 500 540 900 600 1000 900 1500
Toilet and Kitchen paper 1200 1650 160 220 400 550 520 715 560 770 800 1100 1440 1980 1600 2200 2400 3300
Food Waste Edible 1500 2100 200 280 500 700 650 910 700 980 1000 1400 1800 2520 2000 2800 3000 4200
Food Waste Inedible 450 750 60 100 150 250 195 325 210 350 300 500 540 900 600 1000 900 1500
Organic Waste 3000 3750 400 500 1000 1250 1300 1625 1400 1750 2000 2500 3600 4500 4000 5000 6000 7500
Others 750 1050 100 140 250 350 325 455 350 490 500 700 900 1260 1000 1400 1500 2100
Modelling 2022, 3 48
Similar to the area populations, the tool automatically loads the lower and upper
bounds for the relevant population number. At the same time, it randomly sets a new
value in the respective sliders for each category, creating a unique but broadly-similar city
waste footprint for each user. A representative example for Area11 is showcased in Figure 9.
Users may then choose to change these values.
Figure 9. Each area’s waste generation and policy parameters can be altered independently.
Next, we have the Municipal Solid Waste Production KPI (MSW-P). This KPI does
not have any user-configurable categories and is completely independent of MSW-C. This
value comes from the division of the total amount of waste divided by the population of
the area, as shown in Equation (4).
Based on the tool’s randomly-generated amounts (Figure 9) and the population of
Area11 , (2000), we have the following:
As we notice in Figure 10, the result is the same as the calculated one in Equation (15).
This result can change in real time when a slider value from MSW-C panel is also changed.
Figure 10. Clicking each metric provides information about how it is calculated, which helps students
learn to create effective management policies. These indicators reflect the parameters as identified in
Section 3 (note that due to regional differences, the figure shows a comma rather than a period in the
numeric text).
Modelling 2022, 3 49
These examples are representative of how all models involved in the computation of
waste production and management are handled in the game design.
Using these indicators, along with configurable elements thereof, allows individuals to
use the game as a means of modelling waste generation and management. Through study
and play, users may learn those metrics most affecting waste production and mitigation in
order to inform effective policies for diverse scenarios.
With the game created and reflecting the model developed in Section 3, this tool will be
used to enable a range of academic studies that will be the subject of future work. Ongoing
work will conduct playtesting with diverse constituents, the feedback from which will be
fed into a version of the game to be made freely available to researchers (please contact the
authors for additional information).
Author Contributions: Conceptualization, G.P., A.Z. and K.P.; methodology, G.P., I.P. and A.Z.;
investigation, J.R. and I.P.; writing—original draft preparation, I.P., J.E.S., J.R., G.P. and K.P.; writing—
review and editing, G.P., J.E.S., A.Z. and K.P.; visualization, G.P.; supervision, G.P., A.Z. and J.E.S.;
Modelling 2022, 3 50
project administration, G.P., A.Z. and J.E.S. All authors have read and agreed to the published version
of the manuscript.
Funding: There was no external funding provided for this research.
Institutional Review Board Statement: Not applicable.
Informed Consent Statement: Not applicable.
Data Availability Statement: Not applicable.
Conflicts of Interest: The authors declare no known conflict of interest.
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