Science Behind ALT
Where design meets
evidence.
ALT was built on a specific set of disciplinary foundations and tested rigorously before it reached a classroom. This page covers how the game was developed and what the broader research says about why it works.
The ALT Championship card deck and drawstring pouch on a wooden surface
ALT Championship deck, 2026
Part One — The Development of ALT
From a creativity
workshop to a
championship.
ALT began as Tjugo V, a game prototype developed during a creativity workshop. The design methodology sought synergy between three things: learning outcomes, behavioural change, and sustainability science. Over eighteen months of iteration and playtesting, it became what it is today.
Foundation 01
Behavioural Economics
The win condition and play mechanics are built on the principle that people make sustainable choices through balance, not sacrifice. A high carbon card does not disqualify a player. It demands compensation elsewhere. This mirrors how real-world sustainable decision-making actually functions.
Foundation 02
Sustainability Science
Each lifestyle category and its scoring was derived from a relational mathematical model built on referrable data markers. Scores are relational within a category, not comparable across categories. A high score in Travel carries a different meaning than a high score in Intake.
Foundation 03
Game Theory
ALT is a competitive PvP game with imperfect information, simultaneous decision-making, and action cards that introduce strategic disruption. The structure creates genuine tension without removing agency. Outcome is determined by strategy, not chance.
Five ALT rule cards spread on a wooden surface showing game setup, turn sequence, objectives, action cards and penalties
ALT Championship rule cards, 2026
The Dual Scoring Mechanic
Balance as a win condition

The most important design decision in ALT was the win condition. A player does not win by collecting the lowest-impact cards. They win by achieving a score below 25 on both carbon and cost simultaneously, across a complete set of all five lifestyle categories.

This means a game can be won with a mix of high and low value cards, with a hand of average cards, or with consistently low ones. The game reflects the real world: sustainable living is not about perfection in one domain. It is about maintaining balance across the full surface area of a life.

This mechanic is grounded in behavioural economics research showing that framing sustainability as attainable balance rather than demanding sacrifice produces more durable attitude change and higher engagement.

Playtesting and Iteration
18 months. 225 people.

ALT was tested across 225 individuals over an eighteen-month development period. The testing population was deliberately broad, spanning a wide range of ages, socioeconomic backgrounds, and levels of prior educational engagement with sustainability.

Qualitative outcomes across the testing cohort were consistently positive, with particular strength in four areas: awareness of sustainability trade-offs, strategic depth and replayability, willingness to play again, and deepening understanding through repeated play. The game was iterated in response to each testing phase before reaching its current form.

Testing period
18
Months of active playtesting and iteration before release
Testing population
225
Individuals across age, socioeconomic background, and education
Lifestyle choices
120
Distinct choices built from a relational mathematical scoring model
Qualitative response
+ve
Overwhelming positive inclination across all demographic cohorts
Part Two — What Does Research Say
The evidence behind
game-based and
competitive learning.
ALT's design draws on a substantial body of research into game-based learning and competitive environments. The data markers below represent findings from peer-reviewed studies and meta-analyses. Click any card to see the source.
Overall Learning Effectiveness
+130%
Aggregate effect of game-based learning versus non-game instruction baseline. Effect size g = 1.30, representing a large and consistently replicated gain across studies.
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Source
Meta-analysis on game-based learning effectiveness across subjects. Published via ERIC / Educational Research journal.
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Cognitive and Skill Development
+20–40%
Improvement in working memory and numeracy across controlled interventions measuring pre and post gains. Range reflects variation across study populations.
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Source
Controlled intervention study measuring cognitive gains from game-based learning. Published via PubMed Central / NIH.
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Academic Improvement
+85–156%
Improvement versus baseline learning outcomes across subjects. Math and Science at g = 0.85. English at g = 1.56. Subject-dependent variation reflects the breadth of game-based learning research.
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Source
Subject-specific meta-analysis on game-based learning outcomes across Math, Science, and English. Published via ERIC.
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Cognitive Flexibility
+76%
Improvement in cognitive flexibility measured by standardized effect size d = 0.76. Corresponds to a 70 to 80 percentile shift in performance across study populations using board game interventions for executive functions.
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Source
Study on the use of board games for executive function development. Measures cognitive flexibility, working memory, and inhibitory control.
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