As the AEC sector makes strides towards the transition from a linear to a circular economy, broad public understanding of the environmental and economic implications of circular construction is crucial for large-scale adoption. To make the complex trade-offs in circular strategies more tangible, this study introduces a physical educational serious board game designed for non-experts, including students, citizens, and stakeholders outside the professional AEC community. The game invites players to make choices about strategies across the building life cycle, including new construction, demolition, reuse, and renovation, while communicating ecological and economic trade-offs of those choices. By experiencing these decisions and outcomes, players gain a clearer sense of how circular options shape real-world decision-making.
The method of a board game was selected as it combines enjoyment with a personal, situated learning experience. Building existing research on serious games for circular built enviroment, the design of the game prioritised player experience, perceived influence and learnings, and participant satisfaction. Interaction among players was central, since observing and adapting to others’ strategies can deepen understanding of systemic dynamics.
The game represents a city where players manage building floors with quarter-yearly interventions. Each round equals one year. Players may retain, refurbish, or deconstruct existing buildings, or construct new ones using new or reused materials. Choices affect both costs and emissions. At year’s end, players pay operational costs and receive rent indexed to building condition.
The game was tested in a public play session by volunteers of different backgrounds. Pre- and post-play surveys measured knowledge of circular construction. Results indicate that the simplified model improved awareness of both economic and ecological implications and strengthened understanding of sustainability challenges.The work clarifies key concepts for non-expert audiences, supports informed engagement with circular construction, and motivates future research on serious games as communication tools to encourage transdisciplinary dialogue.