Serious games are frequently proposed as tools for sustainability education, yet food-waste
interventions often struggle to connect game activity with defensible evidence of real-world change.
Existing studies commonly measure engagement, awareness, or intention, while baseline food-waste
measurement, direct behavioral indicators, environmental conversion, and longitudinal follow-up
remain inconsistent. This doctoral research addresses that limitation by developing an evidence-
grounded methodology for designing and evaluating serious games for household food-waste
reduction. The research combines three strands: a measurement framework for assessing the
evidence quality of food-waste serious games, an infrastructure-aware analysis of municipal collection
contexts, and an empirical study of how adults attribute responsibility and control in household food-
waste situations. Together, these strands will guide the design of a future intervention by linking
behavioral targets to feasible mechanics, telemetry, and evaluation claims. The planned validation
strategy is staged rather than outcome-inflated: a literature-based framework application will identify
evidence gaps; municipal data will define deployment constraints; a vignette-based survey will examine
attribution, perceived behavioral control, intention, and self-reported practices; and a subsequent
prototype/pilot will test feasibility, usability, learning indicators, behavioral proxies, and follow-up
procedures. The expected contribution is a claim-bounded design and evaluation pathway for serious
games in a domain where behavior change depends on both personal agency and contextual
opportunity