Serious games in communitiesPeter Edwards, Lisa Sharma-Wallace, Lania Holt, Sandra J Velarde & Simon WegnerSeptember 2018
Serious Games Use of serious games
• Research & analysis
• Provide strategic advice
• Mediate
• Learning
• Design and recommend
• Democratise
• Clarify values and arguments
General principles
• Reality
• Meaning
• Play
Games – not just for land-use challenges! Already used in climate adaptation
Extension and technology transfer happen in a very ‘messy’, non-linear, non-straightforward way
Introduction of new technologies
Engaging with community to gain their assessment, attitudes and perceptions
Self-assessment of participants
Across many areas, to make learning enjoyable
Serious games – adaptive and anticipatory Agile approach to wicked problems
• Need collaborative methods
Support and empowerment of communities
Players exposed to different views and approaches
Opens up space for inclusion of diverse views and values
Developing mutual understanding and shared language for continuing collaboration
Enables experimentation, innovation and contemplation of new management methods
Uncertainty and long-term resource/ information constraints
Not just a single tool; needs to be used in conjunction with other tools
Serious games – our objectives Building up ‘brokers’
Not about problem solving
Realistic, but not reifying
Complexity and the big picture
Understanding others’ positions, interests, lived realities
Trial new ideas in a safe environment
Understand our own values and beliefs
Change our own behaviours and attitudes
Why design a new game? Our game deals with the big and complex socio-economic, and
environmental, across scale, power and time!
Deals with forestry – planting for erosion, but forestry isn’t just about forestry
Underlying theories
• Role-playing games
• Organisational change theory
• Complex systems
Empathy, values and people recognising the need to change to new ways of thinking and doing
Catchment 2030 Fictionalised catchment, set 12 years in the future
Variable number of characters placed within 1 of 6-8 ‘groupings’
Each group negotiates goals, strategies and key organisations to help achieve their goals
Different characters bring different resources to the simulation –funding, human resources, ideas …
Characters/ groups go around meeting with others to negotiate resources they need to achieve their goals
“Success” happens when groups have negotiated and secured the resources they need to achieve their goals
Detailed feedback and debriefing session at the end
Session is video taped with facilitators taking notes during the event
Serious games – potential for… 1 Billion trees
Biosecurity
Climate change
Waste Management
Social licence
Regional development
Serious games: onwards! Internally exploring ways to potentially carry on this work
• Avenues to explore – adaptation for schools, knowledge, scale, governance
• Funding avenues – Curious minds, Enviro schools, National Science Challenges
Work with Te Tumu Paeroa to develop games they can use with landowners – mix of our concepts and Matrix Games
Early scoping work with AgResearch and Te Tumu Paeroa to include games in land-use choices/ decision-making project
Slowly working with several teachers to test out the feasibility of adapting it for schools
“App-ifying” possibilities
Pia Pohatu and Tui Warmenhoven
Community in Ruatoria
Gisborne District Council
School of Government, Victoria University of Wellington
University of Canterbury (Ann Brower)
Auckland University of Technology (Dave Moore)
Rest of the Weaving the Korowai team
Acknowledgements
www.scionresearch.com
Scion is the trading name of the New Zealand Forest Research Institute Limited
Prosperity from trees Mai i te ngahere oranga