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| Funder | Formas |
|---|---|
| Recipient Organization | Rise Research Institutes of Sweden |
| Country | Sweden |
| Start Date | Dec 01, 2021 |
| End Date | Nov 30, 2024 |
| Duration | 1,095 days |
| Number of Grantees | 3 |
| Roles | Co-Investigator; Principal Investigator |
| Data Source | Swedish Research Council |
| Grant ID | 2021-02521_Formas |
As a response to growing concerns for the unsustainability of our modern society, Circular Economy (CE) promotes a transition away from wasteful, linear modes of production and consumption to systems with circular material flows that can significantly improve resource productivity.
Despite the potential benefits that circular solutions represent, transition to CE has not yet taken off, often due to a mismatch between what CE-users (customers) need and what CE-providers (firms) offer in terms of circular business models (CBMs).
To fill this gap, more user-centred design approaches to CBM innovation and increased co-operation between CE-providers offer a promising outlook. Yet, both aspects are missing among currently available CBM tools.
To provide an engaging CBM innovation tool, this project aims to explore how games can (i) promote co-creation between CE-users and CE-providers and (ii) serve as an arena for experimentation with circular value propositions. A game prototype will be developed through an iterative design process.
The finalized prototype will be evaluated with potential players: CE-users, CE-providers, and CE-practitioners, e.g., circularity coaches. The game prototype will be open source to promote future use, modification, and development.
The researchers and other actors can thereby continue to use the game and thus continue to support the creation and adoption of resource efficient, user-centered CBMs also after the project.
Rise Research Institutes of Sweden
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