6 research outputs found

    A Serious Gaming Approach For Serious Stakeholder Participation

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    Serious games are a category of games which are designed for a specific purpose other than for pure entertainment. It is not a new concept but serious games using real data, coupled with real time modelling and combining model results with social and economic factors opens up a new paradigm for active stakeholder participation. DHI and UNEP-DHI Centre initiated a project called Aqua Republica where a virtual world is developed which allows participants to develop a river basin and visualise the consequences of their decisions. The aim of this project is to raise awareness of the interconnectivity of water and educate on integrated water resources management. Aqua Republica combines a game layer with a water allocation model, MIKE BASIN, to create an interactive, realistic virtual environment where players play the role of a catchment manager of an undeveloped river catchment. Their main objective is to develop the river catchment to be as prosperous as it can be. To achieve that, they will need to generate a good economy in the catchment to provide the funds needed for development, have a steady food supply for their population and enough energy and water for the catchment. Through these actions by the player, a meaningful play is established to engage players and to educate them about the complex relationships between developmental actions in a river basin and the natural environment as well as their consequences. The game layer also consists of a reward system to encourage learning. People can play and replay the game, get rewarded from performing the right principles and penalised from failures in the game. This abstract will explain the concept of the game and how it has been used in a stakeholder participation environment

    Interaction analysis data of simulation gaming events using the serious game Aqua Republica

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    The data presented in this article is related to the research article entitled ‘Serious games as a catalyst for boundary crossing, collaboration and knowledge co-creation in a watershed governance context’ (Jean et al., In press) [1]. Understanding the team dynamics related to serious game simulations is critical for understanding the potential uses and functions of these simulations for knowledge co-creation (Medema et al., 2016) [2]. The data was obtained from four independent serious game simulation events and consists of n = 40 participants. Participants were divided into small teams and were then recorded playing the serious game Aqua Republica (http://aquarepublica.com/). Interactions were tallied and interaction maps created using the visualization software GEPHI (https://gephi.org/). The interaction maps allow for a visual representation of the progression of interactions over the course of four subsequent phases of gameplay (Jordan and Henderson, 1995) [3].</p

    Serious games as a catalyst for boundary crossing, collaboration and knowledge co-creation in a watershed governance context

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    Novel methods for enhancing collaboration and interactions are required to ensure that stakeholders and governments are able to develop a shared vision that supports sustainable watershed governance. Particular attention must be placed on integrating stakeholders who would otherwise have limited decision-making power. By crossing professional, ideological and jurisdictional boundaries, stakeholders’ perspectives are more likely to change than when staying within those boundaries. This process, known as boundary crossing, requires boundary objects; either artifacts, people, or institutions that play a bridging role between different boundary spaces. For this study, serious games powered by scientific models are identified as potentially effective boundary objects. A serious game simulation called Aqua Republica was used to organize game simulation events allowing stakeholders to connect in an in-person, informal and novel setting. This exploratory research aims to study the role and impact of serious games as boundary objects to enhancing collaboration and knowledge co-creation. The following research questions are addressed: (1) Do interactions increase over the course of a game simulation event? (2) Does the quality of interactions change over the course of a game simulation event? (3) Are the quantity and quality of interactions affected by pre-existing relationships? And if so, how? (4) How does the relationship between participants change over the course of a game simulation event? As part of this study, four game simulation events were organized that included students, professionals and diverse stakeholder groups working in watershed management contexts across Eastern Canada with 40 participants in total. Participants were divided into teams of 3–5 members and were surveyed and their interactions recorded. An interaction and social network analysis of the audiovisual recordings of each game simulation event indicates that interactions between participants increase in both quantity and quality as the game progresses. The analysis shows that serious game simulations provide an intervention platform not only to facilitate cross-boundary interactions, but also to strengthen relationships between diverse stakeholders, as expressed by an increase in mutual trust and empathy, as well as an improved understanding among the participants of the watershed system and the complex issues at stake.</p
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