Fast Serious Analogue Games in Planning: The Role of Non-Player Participants

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
Micael Sousa, A. Antunes, Nuno Pinto, Nelson Zagalo
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引用次数: 7

Abstract

Objective Public participation has benefited from innovative engagement tools that facilitate the negotiation between diverse sets of stakeholders with different planning perspectives. Our objective is to test and evaluate the use of a fast Serious Game (SG) to support a participation process in the context of a conference on urban mobility. We also aim to explore how these analogue games engage Player Participants (PPs) and Non-Player Participants (NPPs). Methodology We developed an empirical approach where a fast analogue planning game was designed and deployed to support discussions during a conference on sustainable mobility. The game resulted from modding existing modern board games. We combined several game mechanisms and components with an urban map, following the Design, Play, Experience (DPE) framework for SG development. The low-tech game was available to Player Participants (PPs) and displayed in a way Non-Playing Participants (NPPs) could participate indirectly. Results The proposed SG engaged PPs and NPPs. PPs immediately started to plan the local transport system establishing a collaborative dynamic. NPPs participated by helping PPs, providing them with their expert and local knowledge. The simplicity of the game and the way it was displayed contributed to the engagement of PPs and NPPs. Conclusion Our findings show that layout configurations and facilitation techniques with analogue games can foster the participation of PPs and NPPs. Low-tech analogue SGs can be useful when resources are low, SG experience is reduced, and fast solutions for citizen and stakeholder engagement are necessary.
计划中的快速严肃模拟游戏:非玩家参与者的角色
目标公众参与得益于创新的参与工具,这些工具有助于具有不同规划视角的不同利益攸关方之间的谈判。我们的目标是测试和评估在城市流动性会议背景下使用快速严肃游戏(SG)来支持参与过程。我们还旨在探索这些模拟游戏如何吸引玩家参与者(PP)和非玩家参与者(NP)。方法我们开发了一种实证方法,设计并部署了一个快速模拟规划游戏,以支持可持续流动性会议期间的讨论。该游戏是对现有的现代棋盘游戏进行改造的结果。我们将几个游戏机制和组件与城市地图相结合,遵循SG开发的设计、游戏、体验(DPE)框架。低技术游戏可供玩家参与者(PP)使用,并以非玩家参与者(NP)可以间接参与的方式进行展示。结果拟议的秘书长聘用了PP和NP。PP立即开始规划本地交通系统,建立协作动态。NPP通过帮助PP参与,为他们提供专家和当地知识。游戏的简单性和展示方式有助于PP和NP的参与。结论我们的研究结果表明,模拟游戏的布局配置和促进技术可以促进PP和NP的参与。当资源不足、SG体验减少,并且需要公民和利益相关者参与的快速解决方案时,低技术模拟SG可能会很有用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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