AD: So, do you use real animal data for your games?
GS: Primarily, yes. We hypothesized that engagement is stronger if the stories are real and the characters are familiar. So, rather than talking about orangutans anonymously, someone will experience a much stronger connection if we tell the story of a specific orangutan, such as Fio from Indonesia. And with the amount of data being gathered by researchers worldwide, either through GPS collars, acoustic sensors, camera traps, eDNA, or just manual observation, telling those individual stories was even more possible.
Games were the obvious channel to use for this. They get people active, give them a role in a story, provide incentives, present decisions, and offer feedback. One of our first games, called Wildeverse, was about putting you in the shoes of an ape researcher in Borneo and Congo, studying real apes in the wild, just like our partner organizations, Borneo Nature Foundation and Goualougo Ape Project.
But if we can achieve the engagement goal without a game or using real data, then we are willing to explore those ideas, too.