Environmental Impact Assessment (EIA) legislation was first adopted in Greece in 1979. In the intervening 23 years, competent authorities, practitioners, and developers have gained considerable experience in the practice of EIA. A previous research study conducted for the European Commission indicated, on the basis of the quality of Environmental Impact Statements (EISs) produced, that overall the nation's EIA system was performing satisfactorily. This research builds on the previous study by examining a considerably larger sample (72) of EISs produced for a diverse range of project types. Only 40% of EISs sampled were found to be of a satisfactory quality (compared to 75% in the previous study). An assessment of the performance of different elements of the EIA process indicates that descriptive tasks are, on average, performed better than scientific tasks. Consultation with stakeholder groups and their participation appears to be particularly problematic. Variables that influence the quality of EISs are identified and a number of broad recommendations are made for improving the effectiveness of the EIA system in the short and long term.
The European Commission Joint Research Centre’s (JRC) Scenario Exploration System (SES) is a foresight gaming system developed to facilitate the application of futures thinking to policy-making. It was originally geared at engaging EU policy-makers with scenarios in a facilitated process with a low learning curve. Specifically, the SES was designed to help participants, in less than three hours, to engage in systemic thinking with a long-term perspective and to explore alternative futures on specific issues and themes. When applied in various contexts, the SES proved to have a broader range of applications, which led to communities of practice emerging around the tool. Successful responses to various requests to apply the tool beyond its original focus demonstrated the versatility of the SES. Specifically, we discovered its ability to accommodate a large array of scenarios to discuss a very diverse range of issues. The experience accumulated through several adaptations of the SES allows the analysis of the various strengths and weaknesses of the tool as a platform for futures thinking and sharing more broadly the know-how for the creation and application of new versions. Ultimately, this article seeks to contribute a series of design suggestions for futures practitioners seeking to develop a playful mode of interaction with scenarios, or those seeking to repurpose the original SES system for use in their own project.
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