A Serious Board Game to Analyze Socio-Ecological Dynamics towards Collaboration in Agriculture †
Abstract
:1. Introduction
- Simplification of the system by gathering the relevant information of the system to include in the model.
- Validation of the cognitive model by testing the different decision-making processes between the agents with the participation of stakeholders.
- Analysis of the system dynamics and the interactions between stakeholders. This phase consists of role-playing and computer simulation.
Study Objectives
- Communication: the interchange between players of thoughts, opinions, or information by speech.
- Trust: the confidence of a player on the integrity and ability of another player(s) or action.
- Competence: player’s self-confidence of having suitable skills, knowledge, and/or experience to win the game.
- Develop a serious game to teach about the tragedy of commons in water resources and foster social learning;
- Identify the presence of diverse behavior theories among MAHIZ players;
- Evaluate the different decision-making processes and critical parameters related to agrohydrological irrigation;
- Improve skills and knowledge within the hydrology scientific community to support cross-disciplinary collaboration to integrate decision-making processes into socio-hydrological simulations.
2. Methodology
2.1. Description of MAHIZ
Gameplay
- Irrigation technologies that allow the player to take water from the communal well where the order of the players represents the distance to the well.
- Hybrid seed technologies that allow the player to use specialized seeds with limited transpiration to adapt to the changes in the system.
- Discussion and initial decision of the implementation of technologies and farmland expansion;
- Weather forecast by rolling dice and decision of the level of technology;
- Harvest where players assess the productivity of their farm practices.
2.2. Game Sessions
- Playing with hydrological researchers and model developers: the aim of the experiments was to identify the need for human agency and to introduce different behavior theories for hydrological models.
- Playing with farmers: the aim was to validate the dynamics represented by the game and to establish negotiations methods towards collaboration.
- Playing with the general public: the aim was to teach about the tragedy of commons in agrohydrology in a fun and simple way.
- A careful description of the basic concepts relating to the tragedy of commons whilst trying to minimize confirmation bias
- An adapted game of MAHIZ
- A debriefing with the written feedback form.
2.3. Data Collection Methods
- In-game observations: consisted of the use of the dedicated computer interface to capture the decisions made by players during MAHIZ. The recorded decisions included the evolution of groundwater resources, technology implemented, yield, and climate variability.
- Debriefing: consisted of written feedback form (see Supplementary Materials Part (C)) and facilitator-guided conversation to assess the game and self-assess player learning. This feedback enabled the validation of the simplified representation of the agrohydrological system in four specific ways: (1) The players’ first thoughts and emotions of the game. (2) An analysis of decision-making processes experienced in the game and representations of the diverse processes in theoretical models. (3) Players were asked to analyze the behavior theories presented in the MoHuB framework and rank these theories based on how representative of their strategy (i.e., decision- making process) used in the game. (4) A discussion of critical decision-making parameters (i.e., communication, competence, and trust) regarding collective action and free-riding behavior in agrohydrology.
2.4. Analysis Methods
3. Results
3.1. Evaluation of MAHIZ as an Education for Sustainability Approach
“The idea of the game is really nice and realistic. The game represent almost all the issues related to the complexity agriculture and irrigation and allows everybody to learn at their our time.”—Bounded Rationality Player [25.04.19]
“It was a very good experience and well developed game. I learned about the social and economic aspects of being a farmer. I like the translation of these issues into a board game.”—Theory of Planned Behavior Player [11.07.19]
“I liked the whole idea. There was nothing to be disliked. I learned the importance of team efforts in sustainability. The game is exciting and attractive for the slow learners or people with little knowledge of hydrology.”—Descriptive Norm Player [30.07.19]
“I look at the agriculture from another perspective. I learned that sustainability in agriculture involves many factors, more than climate change and to ask for farmer to be sustainable could mean bankruptcy.”—Prospect Theory Player [06.08.19]
“I like the game a lot, it’s fun and it needs a mid-term strategy which is exciting and keeps the player focused on the game and learning throughout the entire session.”—Theory of Planned Behavior Player [25.09.19]
“I liked the options to advanced the technologies, this help to realize the effects on draining the water supply. I also liked that cooperation is always an option and not mandatory, this allow us to learn how to build connections and the direct impact on the environment.”—Bounded Rationality Player [27.10.19]
“I like the idea about a board game to simulate the decision making process in agriculture. The more you learned about working together but also being selfish, the more opportunities you have to win.”—Homo Economicus Player [21.11.19]
3.2. Identification of Behavior Theories
3.3. Analysis of Decision-Making
- Imitation: a player copies a strategy of another player due to misunderstanding of the system dynamics or to the low efficiency of their previous strategy;
- Comparison: a player selects a strategy based on a comparison of productivity and economic resources with another player. Reassessment of strategy occurred very often and was triggered by the climate and policy events in the game.
- Deliberation: a player decides based on a selfish simplified optimization of the conditions of the round. It mostly happened during the first round due to the player’s limited knowledge of the system dynamics and when a player decided to use no technologies because of the lack of economic resources.
- Repetition: when a player considered to have found the optimal strategy then the player continues with the same decisions regarding the implementation of preferred technology and level.
3.4. Analysis of Socio-Hydrological Dynamics
4. Discussion
4.1. MAHIZ—An Education for Sustainability Approach and Data Collection Approach
4.2. Decision-Making Processes in MAHIZ
4.3. Limitations of the Presented Approach
- Number of players: MAHIZ was designed as a euro-style board game with strategic interactions. To be able to analyze these interactions a restriction of players is necessary. However, we produced two full prototypes of the game, hence the game sessions were restricted to a maximum of eight players. The initial conditions of the game were adapted so that the number of players had a minimum impact on the evolution of cooperation within players. Players in the game sessions with only two players showed higher resistance to change attitudes from direct persuasion by the game mechanics.
- Length of game sessions: The games plus debriefing proved to be too demanding in a few game sessions with four players. In contrast, in some short game sessions, the player’s response was not fast enough to reflect on the human agency and collective action.
- Differences due to players’ diversity: The game sessions were organized via open invitation at Technische Universität Dresden and in international conferences. This allowed people from different countries, ages, and academic backgrounds to participate but did not allow for direct control of the participants. While MAHIZ was developed as a simulation where players take the role of farmers, our qualitative observations indicated that players with a higher pre-existing knowledge of agriculture and irrigation exhibited more strategic behavior and collective action dynamics emerged earlier in the game. While players were from different countries, we did not collect demographic data and did not specifically test for controls over players’ strategy or outcomes.
- Egalitarian situation: The board game simulates an unrealistic situation where all players start with the same economic resources. In practice, farmers have different conditions like availability of resources and technologies, wealth, and social responsibilities, which may affect their decision-making.
- Structure of Debriefing: The debriefings consisted of circular and open-ended questions related to the key learning objectives and explore the players’ frame of mind in relation to their strategy and behavior. Nevertheless, in some of the longer game sessions, the written feedback form and oral debriefing were too much for players, which may have affected self-assessment. In future iterations, recording the debriefings and shortening game length could improve the evaluation of the new knowledge generated by the game.
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
Abbreviations
ABM | Agent-Based Models |
HE | Homo economicus Theory |
BR | Bounded Rationality Theory |
TPB | Theory of Planned Behavior |
HL | Habitual Learning Theory |
DN | Descriptive Norm Theory |
PT | Prospect Theory |
EfS | Education for Sustainability |
TGD | Triadic Game Design |
CM | Communication |
T | Trust |
CP | Competence |
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Theory | Origin | Description |
---|---|---|
Homo economicus (HE) | Economics | Rational choice theory. |
Bounded Rationality (BR) | Economics, Psychology | Rationality is limited by available information and cognitive capacity. |
Theory of Planned Behavior (TPB) | Environmental Psychology | Behavior is mediated by attitudes, subjective norms, and control beliefs. |
Habitual Learning (HL) | Biology, Psychology | Reinforcement learning of actions based on rewards and/or lack of them. |
Descriptive Norm (DN) | Social sciences | Behavior is influenced by the perception of what is socially acceptable. |
Prospect Theory (PT) | Psychology | Behavior is influenced by the willingness to seek or avoid risk. |
Type | Scenario | Definition in the Game |
---|---|---|
Climate | Drought | The rain is reduced. |
Hot and Early Spring | The evapotranspiration is increased. | |
Flash Flood | The yield is reduced based on the flood intensity. | |
Cold and Late Winter | The yield is reduced. | |
Policy | Groundwater | The operational costs of irrigation technologies are increased, and rainfed agriculture is subsidized. |
Environmental | The operational cost of the technologies is increased. | |
Technological Advance | New irrigation technology upgrade is available for investment. | |
Organic Demand | The operational costs of hybrid seed technologies are increased, and organic farming is subsidized. | |
Biological Advance | New hybrid seed technology upgrade is available for investment. | |
Deficit Irrigation | New deficit irrigation technologies are available for investment. | |
Economic Market | The market price is negotiated between players. |
Variable | Description |
---|---|
Game session | Date (dd.mm.yy). |
Round number | 1...12. |
Scenarios | Climate and policy scenarios of each round. The same sequence was used for every game session. |
Identifier | Observation number 1...113. |
Color | Chosen color by players. No other personal data from participants was collected. |
Rain dice results | (1...6). Weather forecast. |
Sun dice results | (1...6). Harvest factor. |
Technology implemented | Irrigation/Hybrid seeds/None/Both. |
Level—Irrigation | Number of drops taken from the communal well by each player. |
Level—Hybrid seeds | 0...3. |
Maize produced | Number of maize pieces produced. |
Profit | Money earned based on maize pieces sold and negotiations between players. |
Communication | Active/Passive |
Trust | Open/Closed |
Competence | Satisfied/Dissatisfied |
Variable | Description |
---|---|
Comments and Observations | Count of comments or conversations made by each player and the type of each comment (e.g., pro-collaboration, negotiation strategies, defiance of trust, selfishness). |
Feedback | Opinion about the gameplay and structure of game sessions. |
New Knowledge | Yes/No. |
Behavior | Static or dynamic decision-making processes experienced throughout the game. |
Ranking of behavior theories | Ordered from 1 to 6 based on the similitude between the theoretical description and the strategy implemented in the game. |
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Orduña Alegría, M.E.; Schütze, N.; Zipper, S.C. A Serious Board Game to Analyze Socio-Ecological Dynamics towards Collaboration in Agriculture. Sustainability 2020, 12, 5301. https://doi.org/10.3390/su12135301
Orduña Alegría ME, Schütze N, Zipper SC. A Serious Board Game to Analyze Socio-Ecological Dynamics towards Collaboration in Agriculture. Sustainability. 2020; 12(13):5301. https://doi.org/10.3390/su12135301
Chicago/Turabian StyleOrduña Alegría, María Elena, Niels Schütze, and Samuel C. Zipper. 2020. "A Serious Board Game to Analyze Socio-Ecological Dynamics towards Collaboration in Agriculture" Sustainability 12, no. 13: 5301. https://doi.org/10.3390/su12135301
APA StyleOrduña Alegría, M. E., Schütze, N., & Zipper, S. C. (2020). A Serious Board Game to Analyze Socio-Ecological Dynamics towards Collaboration in Agriculture. Sustainability, 12(13), 5301. https://doi.org/10.3390/su12135301