2019
DOI: 10.3390/w11020245
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Conceptualizing Serious Games as a Learning-Based Intervention in the Context of Natural Resources and Environmental Governance

Abstract: The use of serious games in the governance of natural resources and the environment is progressively increasing and includes games used for research and data collection, teaching and training, and fostering a change of practices. However, this diversity remains underexplored and underreported. In view of a growing interest in the use of serious games in natural resource and environmental governance, the absence of discussions about how differences in intended use and delivery influence the performance, assessm… Show more

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Cited by 69 publications
(56 citation statements)
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“…of the increased use of game approaches are entertainment (non-serious) board and video games with environmental content included in game mechanics (e.g., Civilization VI, 2016) or 84 in game graphics (Abraham, 2018) and the gamification of tools for behaviour change (Beck 85 et al, 2019;Zehir et al, 2019). 86 87 We report on using a serious game approach that combines aspects of education, research, 88 and intervention games (Rodela et al, 2019). Our game ("Cascade: A Decade of Weather" or 89 short "Cascade") is designed to (i) communicate climate projections and climate hazards to 90 infrastructure operators; (ii) identify potential interdependencies, cascading impacts, 91 cumulative effects, and vulnerability hotspots; and (iii) engage infrastructure operators to 92 improve cooperation and enable a shared understanding of cross-cutting climate risks and 93 interdependencies.…”
Section: /64mentioning
confidence: 99%
“…of the increased use of game approaches are entertainment (non-serious) board and video games with environmental content included in game mechanics (e.g., Civilization VI, 2016) or 84 in game graphics (Abraham, 2018) and the gamification of tools for behaviour change (Beck 85 et al, 2019;Zehir et al, 2019). 86 87 We report on using a serious game approach that combines aspects of education, research, 88 and intervention games (Rodela et al, 2019). Our game ("Cascade: A Decade of Weather" or 89 short "Cascade") is designed to (i) communicate climate projections and climate hazards to 90 infrastructure operators; (ii) identify potential interdependencies, cascading impacts, 91 cumulative effects, and vulnerability hotspots; and (iii) engage infrastructure operators to 92 improve cooperation and enable a shared understanding of cross-cutting climate risks and 93 interdependencies.…”
Section: /64mentioning
confidence: 99%
“…Their use for planning and problem solving grew exponentially in recent years (Laamarti et al, 2014). Rodela et al (2019) explore further the possibility of using them to support forest ecosystem management planning processes.…”
Section: Decision Support and Knowledge Based Systemsmentioning
confidence: 99%
“…Predominantly, the game-based approaches for water governance described in this SI aim to (a) facilitate understanding of the overall complexity of the real world; (b) foster stakeholder collaboration, cross-sectoral integration, and/or multi-stakeholder dialogue; (c) experiment with multiple scenarios in a safe trial environment; (d) facilitate capacity building; and (e) overall, enable single-to triple-loop learning [64][65][66][67][68][69][70][71][72]. These aims correspond mostly to phase 2 of the water governance process (i.e., create stakeholder awareness and trigger multi-stakeholder dialogue), as well as phase 4 (i.e., creating an enabling environment) ( Figure 2).…”
Section: Reasons For Using Game-based Approaches and Topics Addressedmentioning
confidence: 99%
“…These aims correspond mostly to phase 2 of the water governance process (i.e., create stakeholder awareness and trigger multi-stakeholder dialogue), as well as phase 4 (i.e., creating an enabling environment) ( Figure 2). Rodela et al [70] call these game-based approaches "learning interventions". In addition, Galván-Pérez et al [73] reviewed 20 game-based approaches ("educational videogames") that aimed to educate players in ecology, to raise awareness.…”
Section: Reasons For Using Game-based Approaches and Topics Addressedmentioning
confidence: 99%
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