16,741 research outputs found

    Raising awareness for water polution based on game activities using internet of things

    Get PDF
    Awareness among young people regarding the environment and its resources and comprehension of the various factors that interplay, is key to changing human behaviour towards achieving a sustainable planet. In this paper IoT equipment, utilizing sensors for measuring various parameters of water quality, is used in an educational context targeting at a deeper understanding of the use of natural resources towards the adoption of environmentally friendly behaviours. We here note that the use of water sensors in STEM gameful learning is an area which has not received a lot of attention in the previous years. The IoT water sensing and related scenaria and practices, addressing children via discovery, gamification, and educational activities, are discussed in detail

    Serious Gaming for Water Systems Planning and Management

    Get PDF
    This is the final version of the article. Available from MDPI via the DOI in this record.Water systems planning and management share the same roots with gaming, as they rely on concepts in systems analysis, operations research and decision sciences. This paper focuses on Serious Games (those used for purposes other than mere entertainment), with applications in the area of water systems planning and management. A survey of published work on gaming is carried out with particular attention given to applications of Serious Gaming to water systems planning and management. The survey is also used to identify the principal criteria for the classification of Serious Gaming for water related applications, including application areas, goals, number and type of players, user interface, type of simulation model used, realism of the game, performance feedback, progress monitoring and game portability. The review shows that game applications in the water sector can be a valuable tool for making various stakeholders aware of the socio-techno-economic issues related to managing complex water systems. However, the critical review also indicates a gap that exists in the Serious Game application area with the lack of water distribution system games. A conceptually simple, but computationally elaborate new game for water distribution system analysis, design and evaluation (SeGWADE) is presented in this paper. It has a main goal of finding a least-cost design for a well-known benchmark problem, for which the game environment takes the computational and visualisation burden away from the simulation tool and the player. The game has been evaluated in a classroom environment in which a high degree of player engagement with the game was observed, due to its basic game ingredients and activities, i.e., challenge, play and fun. In addition, a clear improvement in learning has been observed in how players attempted to identify solutions that satisfy the pressure criterion with players readily identifying the proximity of the better solutions to the starting, infeasible configuration. Through applications of Serious Gaming such as this, decision makers can learn about the complexity of the water distribution system design problem, experiment safely using a computer model of a real system, understand conflicting objectives (i.e., minimization of cost and satisfaction of minimum pressure) and develop strategies for coping with complexity without being burdened by the limitations of the ICT technology at their disposal.The authors would like to acknowledge the funding provided by the UK Engineering and Physical Sciences Research Council, grant EP/M018865/1 (The Nexus Game)

    Understanding Game-based Approaches for Improving Sustainable Water Governance : The Potential of Serious Games to Solve Water Problems

    Get PDF
    The sustainable governance of water resources relies on processes of multi-stakeholder collaborations and interactions that facilitate knowledge co-creation and social learning. Governance systems are often fragmented, forming a barrier to adequately addressing the myriad of challenges affecting water resources, including climate change, increased urbanized populations, and pollution. Transitions towards sustainable water governance will likely require innovative learning partnerships between public, private, and civil society stakeholders. It is essential that such partnerships involve vertical and horizontal communication of ideas and knowledge, and an enabling and democratic environment characterized by informal and open discourse. There is increasing interest in learning-based transitions. Thus far, much scholarly thinking and, to a lesser degree, empirical research has gone into understanding the potential impact of social learning on multi-stakeholder settings. The question of whether such learning can be supported by forms of serious gaming has hardly been asked. This Special Issue critically explores the potential of serious games to support multi-stakeholder social learning and collaborations in the context of water governance. Serious games may involve simulations of real-world events and processes and are challenge players to solve contemporary societal problems; they, therefore, have a purpose beyond entertainment. They offer a largely untapped potential to support social learning and collaboration by facilitating access to and the exchange of knowledge and information, enhancing stakeholder interactions, empowering a wider audience to participate in decision making, and providing opportunities to test and analyze the outcomes of policies and management solutions. Little is known about how game-based approaches can be used in the context of collaborative water governance to maximize their potential for social learning. While several studies have reported examples of serious games, there is comparably less research about how to assess the impacts of serious games on social learning and transformative change

    Stakeholder-driven design and appraisal in hydroelectric projects: a participatory gaming approach

    Get PDF
    Hydropower is an important source of renewable energy, but large hydropower multipurpose river basin projects can displace communities and have serious adverse effects on the local environment and livelihoods. The Sardar Sarovar Dam in India and other similar projects have provoked local and international protest culminating in the temporary withdrawal of the World Bank from large hydropower project finance. It would appear to be a better option for powerful stakeholders to engage seriously with weaker ones. As well as ethical concerns, economic theory would suggest that there is a flawed basis for costbenefit analysis which omits input from local stakeholders, particularly that of indigenous peoples who also have a role to play in project design. It is argued that the Kaldor-Hicks criterion should be abandoned and that decisions should be made based on a multi-criteria analysis of which cost-benefit analysis is but one component. It is suggested that full stakeholder engagement could best be conducted through participatory role-playing games which are being increasingly found in use as a means of exploring and resolving stakeholder conflicts. Such use is still relatively recent and safeguards such as a neutral moderator, advocates and ethical gaming rules are required to protect weaker and non-expert stakeholders

    Serious gaming in flood risk management

    Get PDF
    Serious gaming is increasingly used to explore important real-world problems and a growing number of serious games are addressing flood-related issues. However, there has been limited synthesis of these attempts and their contributions to the ongoing shift toward a more holistic and governance-based flood resilience perspective in flood risk management (FRM). This international review collates and analyses these attempts in order to develop a knowledge base of serious gaming in the field of FRM. It contains 37 games that were developed with different rationales that include engaging players in the topic of FRM, supporting practice by exploring future options through collaboration, improving communication of FRM, as educational tools, and to collect research data. The gameplay countries and player characteristics, game characteristics, relevance to FRM, game rationales, and collection of data are explored in this paper. Identified serious games provided an unconventional and entertaining approach to engage stakeholders on flood-related issues. The review analyzed the serious games in light of the shift toward flood resilience and identified limitations in the documentation of serious games and their potential in understanding the longer-term impacts of gameplay on players. Furthermore, the vast majority of reviewed games were played in a single country and missed out on understanding the cultural production and perspectives of FRM that could support cross-cultural learning and inspiration for future FRM strategies. Overall, the review identified an important role for serious games in the shift toward governance and the adoption of more holistic flood resilience perspectives. This article is categorized under: Human Water > Water Governance Human Water > Methods Science of Water > Water Extremes

    Games for a new climate: experiencing the complexity of future risks

    Full text link
    This repository item contains a single issue of the Pardee Center Task Force Reports, a publication series that began publishing in 2009 by the Boston University Frederick S. Pardee Center for the Study of the Longer-Range Future.This report is a product of the Pardee Center Task Force on Games for a New Climate, which met at Pardee House at Boston University in March 2012. The 12-member Task Force was convened on behalf of the Pardee Center by Visiting Research Fellow Pablo Suarez in collaboration with the Red Cross/Red Crescent Climate Centre to “explore the potential of participatory, game-based processes for accelerating learning, fostering dialogue, and promoting action through real-world decisions affecting the longer-range future, with an emphasis on humanitarian and development work, particularly involving climate risk management.” Compiled and edited by Janot Mendler de Suarez, Pablo Suarez and Carina Bachofen, the report includes contributions from all of the Task Force members and provides a detailed exploration of the current and potential ways in which games can be used to help a variety of stakeholders – including subsistence farmers, humanitarian workers, scientists, policymakers, and donors – to both understand and experience the difficulty and risks involved related to decision-making in a complex and uncertain future. The dozen Task Force experts who contributed to the report represent academic institutions, humanitarian organization, other non-governmental organizations, and game design firms with backgrounds ranging from climate modeling and anthropology to community-level disaster management and national and global policymaking as well as game design.Red Cross/Red Crescent Climate Centr
    corecore