2019
DOI: 10.1016/j.envsoft.2019.104525
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A serious game to parameterize Bayesian networks: Validation in a case study in northeastern Madagascar

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Cited by 15 publications
(6 citation statements)
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References 38 publications
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“…As in all game-based studies, the external validity of our results (the extent to which the game decisions reflect what participants would do in real life) is difficult to assess (Jackson, 2012). Our game did not allow more detailed incorporation of the complex socio-ecological context and the study of social interactions as is common in serious boardgame studies (e.g., Celio et al, 2019;Speelman et al, 2019;Andreotti et al, 2020). Adding more complexity would risk both the tractability of the analysis and player engagement.…”
Section: Discussionmentioning
confidence: 98%
See 1 more Smart Citation
“…As in all game-based studies, the external validity of our results (the extent to which the game decisions reflect what participants would do in real life) is difficult to assess (Jackson, 2012). Our game did not allow more detailed incorporation of the complex socio-ecological context and the study of social interactions as is common in serious boardgame studies (e.g., Celio et al, 2019;Speelman et al, 2019;Andreotti et al, 2020). Adding more complexity would risk both the tractability of the analysis and player engagement.…”
Section: Discussionmentioning
confidence: 98%
“…Games have been used to study individual or group coordination strategies and facilitate change processes and social learning in complex socio-ecological contexts (e.g., Bodonirina et al, 2018;Celio et al, 2019;Speelman et al, 2019;Andreotti et al, 2020;Garcìa-Barrios et al, 2020). In other settings, games have been used to investigate the effectiveness of alternative payment structures in encouraging pro-conservation behaviour in the context of forest resources (e.g., Travers et al, 2011;Narloch et al, 2012;Kaczan et al, 2017;Salk et al, 2017;Andersson et al, 2018;Gatiso et al, 2018).…”
Section: Introductionmentioning
confidence: 99%
“…This interaction of actors with a simulated environment according to specific rules can be useful to transitions research aimed at citizen engagement, raising awareness, and understanding lifestyle changes [140] . On one hand, robustness and completeness of analysis of sustainable transitions pathways are enhanced: climate and climate-economy modelling can be integrated with game outputs [141] , by incorporating elicited information, including players’ lifestyle choices, which can determine emissions reductions from reference scenarios when scaled up from individual to local, to national and global levels. On the other hand, gaming can be both educational [142] and entertaining [143] for the players: upon linking bottom-up preferences to top-down modelling assessments of behaviours and policies across energy, transport, food and buildings, engaged citizens can interact with one another, be informed on latest scientific findings, explore lifestyle options [144] leading to different climate results, and experience the role of one another, increasing mutual understanding [145] and social learning [146] .…”
Section: Co-developing Knowledge: Discursive and Fun Engagementmentioning
confidence: 99%
“…scores are assigned to tasks, use of tools is tracked); • Board/cards game: resembles a traditional table game (reproducing a simulation or metaphor or learning situation); Simulation games are increasing practical skills and procedural knowledge, offering an opportunity for students and inexperienced employees to experiment a possible real situation, understanding better their future role (Cohen, Niemeyer, and Callaway, 2017;Ayer, Messner, and Anumba., 2016). However, simulation games can also be used by practitioners to test and evaluate new methodologies or strategies (Celio, Andriatsitohaina, and Zaehringer, 2019;Hardeveld et al, 2019). Many studies (39 studies, 60%) fall into the category of simulations, as the term simulation can indicate a variety of approaches.…”
Section: Game Typementioning
confidence: 99%