If opening windows doesn’t stop mould, what does?

Thursday 8 January 2026

New Zealanders are often told preventing mould is simple: open the windows, turn on the fan and heat the house. Yet mould continues to plague homes across the country, raising a bigger question about whether advice alone is enough.

Researcher Dr Abdollah Baghaei Daemei.

Last updated: Thursday 8 January 2026

Researchers at Te Kunenga ki Pūrehuroa Massey University’s School of Built Environment believe the issue isn’t a lack of information, but how that information is delivered. Their response is Mold Quest, the world’s first digital game designed to let people test everyday housing decisions and see how those choices influence mould risk in real time.

Rather than relying on brochures or instructional videos, Mold Quest places players inside a typical New Zealand house. As they move through bedrooms, kitchens and bathrooms, they make choices about ventilation, heating, moisture and furniture placement and immediately see how those decisions affect mould risk.

The project is led by Researcher Dr Abdollah Baghaei Daemei, whose work focuses on translating housing research into practical digital tools for daily life.

He explains the gap between advice and action is where most mould prevention efforts fall short.

“People are often told what they should do but not shown how those recommendations play out in everyday life. Opening a window sounds simple, but when, for how long and in which room, makes a real difference.”

While mould prevention guidance has existed for decades, research shows that awareness does not automatically lead to sustained behaviour change. The Mold Quest team found many people struggle to connect abstract recommendations with daily routines, particularly in older or poorly performing homes.

The game was designed around clear learning goals, developed using established educational frameworks and validated through controlled studies, starting with basic awareness and building towards practical decision-making. Gameplay encourages motivation through interaction, provides immediate feedback on choices and creates space for reflection on what causes mould and how it can be prevented.

The game guides players from knowing about mould to understanding how their everyday actions affect it, which is essential for real-world behaviour change.

Dr Baghaei Daemei says the goal was to make mould prevention feel manageable rather than overwhelming.

“Mould isn’t random. It forms because of moisture, cold surfaces and everyday behaviours. When people can see those relationships, the problem becomes something they can actively manage.”

The approach was tested in controlled experiments with 120 participants, comparing Mold Quest with video-based learning. Both groups showed immediate knowledge gains, but those who used Mold Quest demonstrated stronger long-term knowledge retention and higher intrinsic motivation after four weeks.

Participants also reported lower mental effort and higher system usability, suggesting interactive learning supports deeper engagement than passive formats.

Dr Baghaei Daemei says the implications extend beyond gaming. “For tenants, Mold Quest offers realistic, low-cost strategies, while for landlords and property owners, it provides a preventive education tool that may reduce recurring mould issues.”

Importantly, the research does not shift responsibility unfairly onto occupants.

“This isn’t about blaming tenants. Mould is a shared issue involving both occupant behaviour and building performance. Mold Quest complements Healthy Homes Standards rather than replacing them.”

Currently a validated research prototype, Mold Quest is being explored for future field trials and partnerships in housing, education and public health, offering a new, evidence-based pathway for turning housing research into practical action in people’s homes.

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