2007
DOI: 10.1016/j.lrp.2007.07.004
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Policy Gaming for Strategy and Change

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Cited by 89 publications
(100 citation statements)
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References 31 publications
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“…It is essential to integrate these two types of complexities, and serious games offer a mechanism through which stakeholders become a more intrinsic part of a computer model, not just as digital agents but as actual game players with real stakes, tacit knowledge, emotions, intuitions and interests [14]. A number of authors [16,18,[55][56][57][58][59] highlight that the learning (both individually as well as socially) that occurs through such participation in a game simulation may be transferred to the real world outside the game, while at the same time providing a low-risk and safe environment in which to creatively experiment. Serious games may therefore be seen as a form of intervention within a multi-stakeholder network setting that involves learning and changing of stakeholders' mental frames of transboundary water issues, while at the same time offering opportunities to learn about and change the social-political structure (i.e., by building trust, forming coalitions, and power plays in which the stakeholder network is embedded) [14].…”
Section: Serious Game Play For Social Learningmentioning
confidence: 99%
“…It is essential to integrate these two types of complexities, and serious games offer a mechanism through which stakeholders become a more intrinsic part of a computer model, not just as digital agents but as actual game players with real stakes, tacit knowledge, emotions, intuitions and interests [14]. A number of authors [16,18,[55][56][57][58][59] highlight that the learning (both individually as well as socially) that occurs through such participation in a game simulation may be transferred to the real world outside the game, while at the same time providing a low-risk and safe environment in which to creatively experiment. Serious games may therefore be seen as a form of intervention within a multi-stakeholder network setting that involves learning and changing of stakeholders' mental frames of transboundary water issues, while at the same time offering opportunities to learn about and change the social-political structure (i.e., by building trust, forming coalitions, and power plays in which the stakeholder network is embedded) [14].…”
Section: Serious Game Play For Social Learningmentioning
confidence: 99%
“…This unfortunately was not realised fully due to the background of the participants, as well as the roles that participants had in the simulation. Only certain participants therefore had an opportunity to view the whole system, and this is in contradiction to many studies (Le Roux & Steyn, 2007;Geurts, Duke & Vermeulen, 2007). Some participants could therefore not take action as they were not enabled to do so in the real world.…”
Section: Reflections On the Use Of The Simulationmentioning
confidence: 86%
“…Although the simulation made no direct reference to the fisheries system, participants did seem to draw key learning lessons for their contexts. It cannot be stated with certainty however that they discovered new features to the problem or generated new ideas, as found by Geurts et al (2007). Most participants in the system may have been aware of their problems, but not on a deeper level.…”
Section: Reflections On the Use Of The Simulationmentioning
confidence: 95%
“…The list of research publications where SGs have been used and reviewed for IWRM is considerable and fast growing (e.g., [15,20,21,23,25,106]). A few studies stand out as providing experimental evidence of the ability and means through which SGs may facilitate behavioral changes.…”
Section: Values Can Be Learned Through Cognitive Reasoningmentioning
confidence: 99%
“…Over the last decade, this type of game simulation has become more prevalent [20] in education, including teaching water management (e.g., [21,22]), water governance and policy (e.g., [23,24]), and other common-resource management fields (e.g., [25,26]). Although the professional and academic debate on the potential of serious games has quite a tradition (e.g., [19,20,27,28]…”
Section: Introductionmentioning
confidence: 99%