Due to the loss of nature brought about by urbanization and informatization, the general public perception is that wildlife exists in non-urban areas such as nature reserves, farmlands, forests, etc. However, the role of wildlife in urban ecosystems cannot be overlooked, as biodiversity is closely related to the urban environment. Pollinating insects, birds, small mammals, amphibians, and reptiles are widely distributed in the fragmented habitats of cities, but due to urban construction, habitat environmental changes, human disturbances, and other factors, the populations of many species are gradually declining to the point of extinction. The public, as the main beneficiaries and builders of the urban environment, should recognize the existence of multiple species and try to understand the relationship between humans and animals in cities, and consider the “ways of coexistence” with other species.
Serious games, a type of game aimed not solely at entertainment, can be widely applied to support public attitude and behavior change. Compared to traditional media, games are considered to have multidimensional persuasive capabilities – procedural persuasion is a unique way of persuasion, but games can also persuade through narrative, conveying sensory-level information, evoking emotions, and sparking social discussions in multidimensional ways, which brings a variety of possibilities to the game’s persuasive mechanisms.
This article focuses on the design of serious games for public environmental education, aiming to support design practices through the study of media methods, using games as a medium with multidimensional persuasive power to prompt the public to reflect on the relationship between humans and wildlife in cities. This study will mainly analyze the concepts and theories related to persuasive games, especially the “persuasive dimension” theory, and combine with game case studies related to environmental education as methodological guidance for practice. The practical part of this study will develop persuasive strategies based on the target attitudes that games expect players to achieve and provide practical experience for the application of serious or persuasive games in environmental education and urban wildlife issues.