2013
DOI: 10.1016/j.ocecoaman.2013.04.006
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Integrated, ecosystem-based Marine Spatial Planning: Design and results of a game-based, quasi-experiment

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Cited by 35 publications
(29 citation statements)
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“…Video impressions of four games can be found at http://signaturegames.nl; most other games can be visited on company or game websites. The games are summarized below: (1) Marine Spatial Planning game (MSP Challenge 2011, TU‐Delft, 2011): a computer‐supported, multi‐player policy game revolving around ecosystem‐based, integrated marine spatial planning (MSP) for international professionals working in the field (I. S. Mayer et al ., in press; I. S. Mayer et al , ). (2) SimPort–MV2 (TU Delft, Tygron Serious Gaming, & Port of Rotterdam, n.d.): a computer‐supported, multiplayer strategic planning game for higher education and advanced professional learning that revolves around the development of the second Maasvlakte area in the Port of Rotterdam, the Netherlands (Bekebrede, ). (3) Ventum Online (“Ventum Online,” n.d.): a computer‐supported, multiplayer management game for engineering students and professional project managers that centers on the development of an offshore wind farm. (4) Construct.it (TU‐Delft 2009): a computer‐supported, multiplayer planning game for students in higher education concerning the urban reconstruction of a seaport area in a real Dutch town. (5) Climate Game (“Climategame,” n.d.): a 3D computer‐supported, multiplayer, strategic planning game for students in higher education and professional policymakers about integrated water management in relation to urban planning, climate change, etc. (Zhou, Mayer, Bekebrede, Warmerdam & Knepflé, ). (6) SprintCity (“SprintCity,” n.d.): a computer‐supported, multiplayer policy game focused on transit‐oriented development around railway stations for professionals working in the field. (7) Cyberdam (Stichting Rechten Online, ): an online, game‐based virtual learning environment (VLE) in which teachers in higher education can create their own online role‐playing games.…”
Section: Casesmentioning
confidence: 98%
“…Video impressions of four games can be found at http://signaturegames.nl; most other games can be visited on company or game websites. The games are summarized below: (1) Marine Spatial Planning game (MSP Challenge 2011, TU‐Delft, 2011): a computer‐supported, multi‐player policy game revolving around ecosystem‐based, integrated marine spatial planning (MSP) for international professionals working in the field (I. S. Mayer et al ., in press; I. S. Mayer et al , ). (2) SimPort–MV2 (TU Delft, Tygron Serious Gaming, & Port of Rotterdam, n.d.): a computer‐supported, multiplayer strategic planning game for higher education and advanced professional learning that revolves around the development of the second Maasvlakte area in the Port of Rotterdam, the Netherlands (Bekebrede, ). (3) Ventum Online (“Ventum Online,” n.d.): a computer‐supported, multiplayer management game for engineering students and professional project managers that centers on the development of an offshore wind farm. (4) Construct.it (TU‐Delft 2009): a computer‐supported, multiplayer planning game for students in higher education concerning the urban reconstruction of a seaport area in a real Dutch town. (5) Climate Game (“Climategame,” n.d.): a 3D computer‐supported, multiplayer, strategic planning game for students in higher education and professional policymakers about integrated water management in relation to urban planning, climate change, etc. (Zhou, Mayer, Bekebrede, Warmerdam & Knepflé, ). (6) SprintCity (“SprintCity,” n.d.): a computer‐supported, multiplayer policy game focused on transit‐oriented development around railway stations for professionals working in the field. (7) Cyberdam (Stichting Rechten Online, ): an online, game‐based virtual learning environment (VLE) in which teachers in higher education can create their own online role‐playing games.…”
Section: Casesmentioning
confidence: 98%
“…Exhibiting various degrees of interaction with other players, with computers, with game paraphernalia and with facilitators, and thereby increasing stakeholders' capacity to communicate and collaborate [14,60,66,67] Realistic A serious game must have a certain degree of realism allowing for participants to develop a deeper and richer understanding about the larger system that they are a part of [15,54,64,73] Low risk and safe environment…”
Section: Challengingmentioning
confidence: 99%
“…In the context of water governance, the serious games developed to date are primarily aimed at building awareness and developing a shared understanding of common problems and trade-offs [53]. Examples of recent serious game simulations developed for water resources management and water-spatial planning include: Aqua Republica; CauxOperation; the Climate Game; EMOVER; Marine Spatial Planning Challenge; Shariva, and; the UVA Bay Game [14,15,73,75,76]. Some of these games involved stakeholders directly in the game design, including underlying systems and assumptions, while others have involved users only in the end-stage game play.…”
Section: Existing Serious Games For Water Management and Water Spatiamentioning
confidence: 99%
“…Important aspects include a) unclear system boundaries, b) ambiguity e.g. with regard to definition of the problems to resolve, differing values and perceptions, c) making choices between competing claims and the interests, needs and values of the stakeholders behind them and last but not least d) different types of uncertainty with regard to knowledge, the behaviour of other actors or future changes (Mayer 2009, Mayer et al 2013.…”
Section: Research and Role Play For Msp Expertsmentioning
confidence: 99%