The COVID-19 pandemic has had numerous environmental consequences, including impacts on municipal waste management systems. Changes in consumption and waste disposal patterns and behaviours during the lockdown period have produced new challenges for solid waste management and waste diversion activities. This paper develops a conceptual model that reflects short-term changes in waste flows from households that are due to COVID-19 disruptions, focusing on the case of multi-residential buildings in Toronto, Canada. Multi-residential buildings are of interest because they differ from single family homes in several key ways that can produce some slightly different impacts of COVID-19 on waste flows and practices. Primary research for the study included interviews with 19 staff, residents and property managers of ten multi-residential buildings. All of the research took place while Toronto was still in partial-lockdown. Analysis of the interviews revealed five themes around the impact of COVID-19: (1) changes in garbage, recycling and organics flows, (2) new health and safety concerns, (3) changes in reuse and reduction practices, (4) changes in special waste and deposit-return bottle collections, and (5) changes in waste diversion and reduction education. Given the time frame of our study, we recognize these as short-term impacts and call for future research to determine how many of the changes are likely to perpetuate over the medium and longer term.
Halving food waste by 2050 as per the Sustainable Development Goal 12.3 is key to securing a food system that is sustainable. One approach to reducing household food waste is through education campaigns. We recruited 501 households divided into three types of intervention groups and compared with a control group to better understand the efficacy of diverse education campaign approaches. Food waste interventions included a passive approach (handouts), a community engagement approach, and a gamification approach. We conducted waste audits, household surveys (pre- and post-intervention), and a focus group at the end of the campaign. The passive and gamification groups had similarly high levels of participation, while participation in the community group was very low. The passive group and the gamification group had higher self-reported awareness of food wasting after the campaign and lower food wastage than the control group. Waste audits found marginally significant differences between the game group and the control (p = 0.07) and no difference between the other campaign groups and the control group in edible food wasted. Frequent gamers were found to generate less edible food waste than infrequent gamers. We conclude that the evidence about the potential for gamification as an effective education change tool is promising and we recommend further study.
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