Woman with virtual data glasses

A game to protect the climate

How can a game be used to increase the environmental awareness of employees in everyday life and reduce their individual CO2 footprint? BMW China asked itself this question and therefore brought the experts for Digital Learning from TÜV Rheinland Academy China on board. They developed the “Choose the future road” campaign for BMW. Among other things, it includes an interactive game on Virtual Reality (VR). The exhibition for greater environmental awareness among the car manufacturer’s workforce was initially shown at three locations in China and has the potential to be used at other BMW locations worldwide.

The campaign addressed the issue of environmental protection on three levels: “1: Climate change and its consequences”, “2: Efforts in our daily work via the BMW value chain,” and “3: How can we reduce our daily CO2 footprint?”. For the first section, TÜV Rheinland Academy China developed and produced an interactive VR game and an accompanying e-poster. VR is one of the key elements of BMW’s 2019 Environmental Campaign. The goal is to increase employees’ global environmental awareness, which is one of the fundamental pillars of the global sustainability strategy. All should be encouraged to reduce their CO2 footprint, both at home and at work. In the VR game, the employee watches a short video about the harsh realities that the global environment is exposed to and how they cause climate change, and where each of us can take personal responsibility for not further worsening the situation. The user of the VR game has the task of finding the sources of CO2 emissions. The game simulates an average day in working life when the player is on his way to work. The player has only 100 to 120 seconds to find all sources of carbon emissions. The more they discover, the more they are aware of the environmental hazards that surround them. These activities should help raise awareness of the CO2 emission sources surrounding them and encourage them to make ecological decisions about the use of CO2 producers such as computers, printers or coffee machines, etc.

The advantages of Digital Learning

VR games are part of the range of different learning methods with which the experts at TÜV Rheinland Academy convey content quickly, easily, and sustainably via digital channels. After all, knowledge bases and work processes are becoming increasingly dynamic. Only a future-oriented learning concept that incorporates all the possibilities and formats of digital technologies can meet the increasing demand for further training in a time-efficient and scalable manner. And: only 10 percent of what people read is what they remember. By contrast, we understand 90 percent of what we actively use or help to shape ourselves sustainably. Digital Learning demonstrably strengthens the effectiveness of learning through a high degree of self-activity. Digital solutions enable users to deal with new topics and encourage them to live out their curiosity in a protected user space. Simultaneously, they receive immediate feedback on their actions, which leads to self-made success. In addition to games on VR, the learning formats of TÜV Rheinland Academy include video-based training, web-based training, mobile learning, microlearning, blended learning, serious games, and learning worlds or live online training.

Competence Management TÜV Rheinland Academy

Tobias Kirchhoff
Tobias Kirchhoff

Leiter Marketing