Towards a Framework for Designing and Assessing Game-Based Approaches for Sustainable Water Governance – New paper (open-access)

WaterCombined

Together with Alice Aubert and Wietske Medema I co-authored a review paper on the designng and assessing of game-based approaches for sustainable water governance. In the paper we try to map these approaches using a heuristic that is derived from work Bob Jickling and I did well over 10 years ago on the positioning of sustainability-oriented education and learning. The resulting paper you can find below. Here is the abstratc. Disclosure: The paper appears in the journal Water which is part of MDPI whose publishing model I critiqued in an earlier blog post.

Abstract 

Most of the literature on serious games and gamification calls for a shift from evaluating practices to using theories to assess them. While the former is necessary to justify using game-based approaches, the latter enables understanding “why” game-based approaches are beneficial (or not). Based on earlier review papers and the papers in this special issue of Water entitled “Understanding game-based approaches for improving sustainable water governance: the potential of serious games to solve water problems”, we show that game-based approaches in a water governance context are relatively diverse. In particular, the expected aims, targeted audience, and spatial and temporal scales are factors that differentiate game-based approaches. These factors also strongly influence the design of game-based approaches and the research developed to assess them. We developed a framework to guide and reflect on the design and assessment of game-based approaches, and we suggest opportunities for future research. In particular, we highlight the lack of game-based approaches that can support “society-driven” sustainable water governance.
Here is the link to the full paper which is freely downloadable.
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Just out: Serious games as a catalyst for boundary crossing, collaboration and knowledge co-creation in a watershed governance context

GamingBoundaryCrossing

Thanks to the wonderful work mainly of Steven Jean and Wietske Medema I am glad to be part of the above paper that appeared in the latest issue of the Journal of Environmental Management (Jean et al., 2018, JEMA, 223, 1010-1022). You can have a look here: Serious Gaming, Boundary Crossing and Water Governance

ABSTRACT

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.