Keynote Presentation (15-minutes) Australian Marine Sciences Association 2026 Conference

In Deep Water: A Playful Simulation for Translating Marine Plastic Pollution Research into Public Understanding and Action (138439)

Deb Polson 1 , Iris Anstey 1
  1. RMIT University, Carlton, VICTORIA, Australia

Plastic pollution presents one of the most urgent challenges facing coastal and marine ecosystems worldwide. While scientific research continues to expand our understanding of microplastics and marine debris, much of this knowledge remains inaccessible to the broader public whose behaviours, policies, and communities shape the future of these environments. In Deep Water is an interactive simulation designed to translate marine science research into an accessible and engaging public experience.

Developed by the Games of Consequence team at RMIT University in collaboration with marine researchers, the project invites players to explore a digital marine biorama inspired by the waterways and coastal ecosystems of Australia and Aotearoa New Zealand. Through exploration, players encounter research sensors that reveal scientific data, ecological observations, and stories of marine species affected by plastic pollution. As the simulated environments gradually accumulate microplastic contamination, players witness the ecological consequences of human activity and the vulnerability of marine biodiversity.

Importantly, In Deep Water deliberately balances the presentation of environmental crisis with narratives of hope. Alongside evidence of ecological harm, the simulation highlights the ingenuity, persistence, and collaboration of marine scientists working to understand and mitigate plastic pollution. Through research profiles, data visualisations, and environmental monitoring narratives, players encounter the real work of marine science as an ongoing effort to protect ocean ecosystems. By combining playful interaction, novel museum-based controllers, and research storytelling, In Deep Water demonstrates how interactive simulations can foster deeper public appreciation of marine science while supporting collective action to address plastic pollution.

  1. Marta Galvão Ferreira, Nuno Jardim Nunes, and Valentina Nisi. 2024. Towards Relatable Climate Change Data: Untangling Tensions in Engaging with a Hyperobject. In Proceedings of the 2024 ACM Designing Interactive Systems Conference (Copenhagen, Denmark) (DIS ’24). Association for Computing Machinery, New York, NY, USA, 3029–3045.
  2. Dirk vom Lehn, Christian Heath, and Jon Hindmarsh. 2005. ‘Rethinking Interactivity: Design for Participation in Museums and Galleries. In Proceedings of the International Workshop ‘Re-thinking Technology in Museums: Towards a New Understanding of People’s Experience in Museums. 131–36.
  3. Christian Heath, and Dirk vom Lehn. 2010. Interactivity and Collaboration: new forms ofparticipation in museums, galleries and science centres. In Ross Parry (ed.).Museums in a Digital Age. Routledge: Milton Park, 266-280
  4. Gordon Calleja. 2011. In-game: From immersion to incorporation. mit Press.
  5. Laura J Perovich, Catherine Titcomb, Tad Hirsch, Brian Helmuth, and Casper Harteveld. 2023. Sustainable HCI Under Water: Opportunities for Research with Oceans, Coastal Communities, and Marine Systems. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems (Hamburg, Germany) (CHI ’23). Association for Computing Machinery, New York, NY, USA, Article 525, 16 pages. https://doi.org/10.1145/3544548.3581291