Abstract
Games and their characteristics have been adopted and applied to local communities in order to make decisions that are guided by nature and in which people make better choices on their own. On the other hand, nudge theory, which was introduced in the British administration, is a method of encouraging people to make better decisions. In this study is to obtain basic knowledge by understanding the pre- and post-decision-making factors and the degree of influence in digital games and to consider whether they can be used in “dialogue on high-level radioactive waste (HLW) disposal.” First, through the digital game, we clarified the specific elements of why the participants naturally became aware of and acted in such a way (nudges and triggers), what kind of thoughts and actions they had (verbal actions), and what effects and problems they solved by doing so. Next, the degree of influence on the factors related to triggers, effects, and problem-solving was ascertained to confirm whether these factors were important enough to be applicable to the real world. The results were then discussed in light of the EAST of nudge theory components to the present results. As a result, “Minecraft,” the game with the most playing experience among the respondents of the awareness survey conducted in this study, was identified as a game that can be played from a young age (Easy), a game that allows free expression along a theme (Attractive), and a game that allows sharing and spreading the content of expression to others in a space where people can think about the same theme (Timely). It is also possible to share and spread the contents of expression to others (Social) in a space where people can think about the same theme (Timely). Examples can be seen in school education and the energy field. It also corresponds to some of the elements that influence people's awareness and behavioral choices. This is why we believe that the project can contribute to the dialogue on HLW disposal in practice by encouraging people to know and think about HLW and by influencing them to make good choices.