Moving Pieces and Allocating Budget Together: A Framework for Using Analog Serious Games in Sustainable Collaborative Planning
Abstract
:1. Introduction
2. Games for Participation through Planning and Budgeting
2.1. From Planning Decisions to Games
2.2. Budget Allocation as a Planning Process
2.3. Modern Board Games and Planning
3. Materials and Methods
- Modeling spatial representations of the planning problem/goal (S1).
- Identifying problems/priorities to solve/respond to (S2).
- Quantifying costs and effects (S3).
- Allowing for playable decision-making and budget allocation (S4).
- Conducting serious game support and evaluation (S5).
3.1. General Game Design Elements for MIQUAPA Serious Games
3.2. Adapting to the Case Studies: The Campus Travels (TCT)
3.3. Adapting to the Case Studies: The Campus Sustainability (TCS)
3.4. Similarities and Differences between Methods in Each Case Study
3.4.1. Pre- and Post-Test
- Game habits/preferences:
- Traditional/classic board games.
- Modern board games.
- Digital games.
- Applied games (serious games, gamification, educational games, etc.)
- Games as urban planning tools:
- Games can be tools for urban planning.
- Easiness to access and use games for planning.
- Prejudice about the use of games for planning.
- Analog games have advantages over digital games for planning.
- Game session experience and dimensions (of serious games):
- Simulation and modeling accuracy.
- Promoting discussion and debate.
- Learning about urban planning.
- Testing and experimentation.
- Foster creativity.
- Foster collaboration.
- Foster decision-making.
- Solution quality
- Playability.
- Motivation, engagement, and fun.
3.4.2. Video Content Analysis
- Rules and generic playability issues (core game dimensions);
- Engagement, collaboration, and accomplishment (e.g., laughs, surprise reactions, etc.) (behavior dimensions);
- Modeling, testing, and simulating reality (serious dimension).
4. Results
5. Discussion
6. Conclusions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
- Dodig, M.B.; Groat, L.N. Architecture and Urban Planning? Game On!: Games as Tools for Design, Teaching/Learning, and Research in Architecture and Urban Planning. In The Routledge Companion to Games in Architecture and Urban Planning; Routledge: London, UK, 2019; pp. 1–14. [Google Scholar]
- Sousa, M.; Antunes, A.P.; Pinto, N.; Zagalo, N. Serious Games in Spatial Planning: Strengths, Limitations and Support Frameworks. Int. J. Serious Games 2022, 9, 115–133. [Google Scholar] [CrossRef]
- Tan, E. Play the City: Games Informing the Urban Development; Jap Sam Books: Prinsenbeek, The Netherlands, 2017. [Google Scholar]
- Dodig, M.B.; Groat, L.N. The Routledge Companion to Games in Architecture and Urban Planning: Tools for Design, Teaching, and Research; Routledge: London, UK, 2019. [Google Scholar]
- Manes-Rossi, F.; Brusca, I.; Orelli, R.L.; Lorson, P.C.; Haustein, E. Features and drivers of citizen participation: Insights from participatory budgeting in three European cities. Public Manag. Rev. 2023, 25, 1963821. [Google Scholar] [CrossRef]
- Arnstein, S.R. A ladder of citizen participation. J. Am. Inst. Plan. 1969, 35, 216–224. [Google Scholar] [CrossRef]
- Ampatzidou, C.; Gugerell, K.; Constantinescu, T.; Devisch, O.; Jauschneg, M.; Berger, M. All work and no play? Facilitating serious games and gamified applications in participatory urban planning and governance. Urban Plan. 2018, 3, 34–46. [Google Scholar] [CrossRef]
- Ampatzidou, C.; Gugerell, K. Mapping game mechanics for learning in a serious game for the energy transition. Int. J. E-Plan. Res. 2019, 8, 1–23. [Google Scholar] [CrossRef]
- Constantinescu, T.; Devisch, O.; Kostov, G. Game Mechanics as Thinking Mechanisms for Urban Development; IGI Global: Hershey, PA, USA, 2020. [Google Scholar] [CrossRef]
- Gastil, J.; Broghammer, M. Linking theories of motivation, game mechanics, and public deliberation to design an online system for participatory budgeting. Polit. Stud. 2021, 69, 7–25. [Google Scholar] [CrossRef]
- Sousa, M.; Bernardo, E. Back in the Game: Modern board games. In Videogame Sciences and Arts; Zagalo, N., Veloso, A.I., Costa, L., Mealha, Ó., Eds.; Springer International Publishing: Cham, Switzerland, 2019; pp. 72–85. [Google Scholar] [CrossRef]
- Engelstein, G.; Shalev, I. Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms; CRC Press LLC: Boca Raton, FL, USA, 2019. [Google Scholar] [CrossRef]
- Sousa, M. A Planning Game Over a Map: Playing Cards and Moving Bits to Collaboratively Plan a City. Front. Comput. Sci. 2020, 2, 37. [Google Scholar] [CrossRef]
- Sousa, M. Modeling Urban Spaces with Cubes: Building analogue serious games for collaborative planning. Int. J. Film Media Arts 2023, 8, 8–35. [Google Scholar] [CrossRef]
- Engelstein, G. Game Production: Prototyping and Producing Your Board Game; CRC Press: Boca Raton, FL, USA, 2020. [Google Scholar]
- Kavouras, I.; Sardis, E.; Protopapadakis, E.; Rallis, I.; Doulamis, A.; Doulamis, N. A Low-Cost Gamified Urban Planning Methodology Enhanced with Co-Creation and Participatory Approaches. Sustainability 2023, 15, 2297. [Google Scholar] [CrossRef]
- Lundström, N.; Raisio, H.; Vartiainen, P.; Lindell, J. Wicked games changing the storyline of urban planning. Landsc. Urban Plan. 2016, 154, 20–28. [Google Scholar] [CrossRef]
- Brody, S.D.; Godschalk, D.R.; Burby, R.J. Mandating citizen participation in plan making: Six strategic planning choices. J. Am. Plan. Assoc. 2003, 69, 245–264. [Google Scholar] [CrossRef]
- Brooks, M. Planning Theory for Practitioners; Routledge: London, UK, 2019. [Google Scholar]
- Forester, J. Planning in the Face of Power; University of California Press: Berkeley, CA, USA, 1988. [Google Scholar]
- Forester, J. Planning in the face of conflict. In The City Reader; Routledge: London, UK, 2015; pp. 511–524. [Google Scholar]
- Fung, A.; Wright, E.O. Deepening Democracy: Institutional Innovations in Empowered Participatory Governance; Verso: New York, NY, USA, 2003; Volume 4. [Google Scholar]
- Bächtiger, A.; Dryzek, J.S.; Mansbridge, J.; Warren, M.E. The Oxford Handbook of Deliberative Democracy; Oxford University Press: Oxford, UK, 2018. [Google Scholar]
- Secchi, M.; Spada, P. Democracy is a serious game. In Proceedings of the 11th ECPR General Conference, Oslo, Norway, 6–9 September 2017. [Google Scholar]
- Lerner, J.A. Making Democracy Fun: How Game Design Can Empower Citizens and Transform Politics; MIT Press: Cambridge, MA, USA, 2014. [Google Scholar]
- Thiel, S.-K.; Reisinger, M.; Röderer, K.; Fröhlich, P. Playing (with) democracy: A review of gamified participation approaches. JeDEM-eJournal eDemocracy Open Gov. 2016, 8, 32–60. [Google Scholar] [CrossRef]
- Salen, K.; Zimmerman, E. Rules of Play: Game Design Fundamentals. In ITPro Collection; MIT Press: Cambridge, MA, USA, 2004. [Google Scholar]
- Koster, R. Theory of Fun for Game Design; O’Reilly Media, Inc.: Sebastopol, CA, USA, 2013. [Google Scholar]
- Zagalo, N. Engagement Design: Designing for Interaction Motivations; Springer Nature: Berlin/Heidelberg, Germany, 2020. [Google Scholar] [CrossRef]
- Fullerton, T. Game Design Workshop: A Playcentric Approach to Creating Innovative Games, 4th ed.; An A K Peters Book; AK Peters/CRC Press: Boca Raton, FL, USA, 2014. [Google Scholar] [CrossRef]
- Hunicke, R.; Leblanc, M.; Zubek, R. MDA: A Formal Approach to Game Design and Game Research. AAAI Work. Tech. Rep. 2004, 1, 1722–1726. [Google Scholar]
- Martinho, C.; Sousa, M. CSSII: A Player Motivation Model for Tabletop Games. In Proceedings of the Foundations of Digital Games 2023 (FDG 2023), Port of Lisbon, Lisbon, Portugal, 12–14 April 2023; Volume 1. [Google Scholar] [CrossRef]
- Boller, S.; Kapp, K. Play to Learn: Everything You Need to Know about Designing Effective Learning Games; Association for Talent Development: Alexandria, VA, USA, 2017. [Google Scholar]
- Walz, S.P.; Deterding, S. Game State? Gamification and Governance. In The Gameful World: Approaches, Issues, Applications; Massachusetts Institute of Technology: Cambridge, MA, USA, 2014; pp. 501–512. [Google Scholar]
- Dörner, R.; Göbel, S.; Effelsberg, W.; Wiemeyer, J. Serious Games; Springer: Berlin/Heidelberg, Germany, 2016. [Google Scholar] [CrossRef]
- Becker, K. What’s the difference between gamification, serious games, educational games, and game-based learning. Acad. Lett. 2021, 209. [Google Scholar] [CrossRef]
- Sousa, M. Gamifying Serious Games: Modding Modern Board Games to Teach Game Potentials. In Proceedings of the International Simulation and Gaming Association Conference, Boston, MA, USA, 11–14 July 2022; pp. 254–272. [Google Scholar]
- Sousa, M. Serious Planning Games; University of Coimbra: Coimbra, Portugal, 2023. [Google Scholar]
- Urbact. UrbSecurity: Planning Safer Cities. Available online: https://urbact.eu/networks/urbsecurity (accessed on 20 June 2024).
- Portugali, J. What makes cities complex? In Complexity, Cognition, Urban Planning and Design; Springer: Berlin/Heidelberg, Germany, 2016; pp. 3–19. [Google Scholar]
- Tan, E. The evolution of city gaming. In Complexity, Cognition, Urban Planning and Design; Springer: Berlin/Heidelberg, Germany, 2016; pp. 271–292. [Google Scholar]
- Innes, J.E.; Booher, D.E. Planning with Complexity: An Introduction to Collaborative Rationality for Public Policy; Routledge: London, UK, 2018. [Google Scholar] [CrossRef]
- Hollmann, R.L.; Scavarda, L.F.; Thomé, A.M.T. Collaborative planning, forecasting and replenishment: A literature review. Int. J. Product. Perform. Manag. 2015, 64, 971–993. [Google Scholar] [CrossRef]
- Billger, M.; Kain, J.-H.; Niwagaba, C.; McConville, J. Lessons from co-designing a resource-recovery game for collaborative urban sanitation planning. In Proceedings of the IOP Conference Series: Earth and Environmental Science, Changsha, China, 18–20 September 2020; p. 42041. [Google Scholar]
- Shubik, M.; Van der Heyden, L. Logrolling and budget allocation games. Int. J. Game Theory 1978, 7, 151–162. [Google Scholar] [CrossRef]
- Goldfrank, B.; Schneider, A. Competitive institution building: The PT and participatory budgeting in Rio Grande do Sul. Lat. Am. Polit. Soc. 2006, l48, 1–31. [Google Scholar] [CrossRef]
- Klimovský, D.; Secinaro, S.; Baláž, M.B.; Brescia, V. Participatory Budgeting as a Democratic and Managerial Innovation: Recent Trends and Avenues for Further Research. Cent. Eur. J. Public Policy 2024, 18, 52–71. [Google Scholar] [CrossRef]
- Sinervo, L.-M.; Bartocci, L.; Lehtonen, P.; Ebdon, C. Toward sustainable governance with participatory budgeting. J. Public Budg. Account. Financ. Manag. 2024, 36, 1–19. [Google Scholar] [CrossRef]
- Soukop, M.; Šaradín, P.; Zapletalová, M. Participatory budgeting: Case study of possible causes of failures. Slovak J. Polit. Sci. 2021, 21, 139–160. [Google Scholar] [CrossRef]
- Ryan, M. Why Citizen Participation Succeeds or Fails: A Comparative Analysis of Participatory Budgeting; Policy Press: Bristol, UK, 2021. [Google Scholar]
- de, P. Bezerra, C.; de O. Junqueira, M. Why has participatory budgeting declined in Brazil? Braz. Polit. Sci. Rev. 2022, 16, e0002. [Google Scholar]
- Innes, J.E.; Booher, D.E. Consensus Buildings as Role Playing and Bricolage. J. Am. Plan. Assoc. 1999, 65, 9–26. [Google Scholar] [CrossRef]
- Hassenforder, E.; Barreteau, O.; Daniell, K.A.; Ferrand, N.; Kabaseke, C.; Muhumuza, M.; Tibasiima, T. The effects of public participation on multi-level water governance, lessons from Uganda. Environ. Manag. 2020, 66, 770–784. [Google Scholar] [CrossRef] [PubMed]
- Gordon, E.; Michelson, B.; Haas, J. @ Stake: A Game to Facilitate the Process of Deliberative Democracy. In Proceedings of the 19th ACM Conference on Computer Supported Cooperative Work and Social Computing Companion, San Francisco, CA, USA, 26 February–2 March 2016; pp. 269–272. [Google Scholar]
- Bogost, I. Playing Politics: Videogames for Politics, Activism, and Advocacy; First Monday: Canton, TX, USA, 2006. [Google Scholar]
- Zhang, L. The efficiency and fairness of a fixed budget resource allocation game. In Proceedings of the International Colloquium on Automata, Languages, and Programming, Lisbon, Portugal, 11–15 July 2005; pp. 485–496. [Google Scholar]
- Caragiannis, I.; Voudouris, A.A. The efficiency of resource allocation mechanisms for budget-constrained users. In Proceedings of the 2018 ACM Conference on Economics and Computation, Ithaca, NY, USA, 18–22 June 2018; pp. 681–698. [Google Scholar]
- Sintomer, Y.; Herzberg, C.; Röcke, A. Participatory budgeting in Europe: Potentials and challenges. Int. J. Urban Reg. Res. 2008, 32, 164–178. [Google Scholar] [CrossRef]
- Aziz, H.; Shah, N. Participatory budgeting: Models and approaches. In Pathways between Social Science and Computational Social Science; Springer: Berlin/Heidelberg, Germany, 2021; pp. 215–236. [Google Scholar]
- Sousa, C.; Rye, S.; Sousa, M.; Torres, P.J.; Perim, C.; Mansuklal, S.A.; Ennami, F. Playing at the school table: Systematic literature review of board, tabletop, and other analog game-based learning approaches. Front. Psychol. 2023, 14, 1160591. [Google Scholar] [CrossRef] [PubMed]
- Booth, P. Board Games as Media; Bloomsbury Publishing USA: New York, NY, USA, 2021. [Google Scholar]
- Trammell, A. The Privilege of Play. In The Privilege of Play; New York University Press: New York, NY, USA, 2023. [Google Scholar]
- Calleja, G. Unboxed: Board Game Experience and Design; MIT Press: Cambridge, MA, USA, 2022. [Google Scholar]
- Cramer, F. What is ‘Post-digital’? In Postdigital Aesthetics; Palgrave Macmillan: London, UK, 2015; pp. 12–26. [Google Scholar] [CrossRef]
- Woods, S. Eurogames: The Design, Culture and Play of Modern European Board Games; McFarland, Incorporated, Publishers: Jefferson, NC, USA, 2012. [Google Scholar]
- Rogerson, M.J.; Gibbs, M.; Smith, W. More Than the Sum of Their Bits. In Rerolling Boardgames: Essays on Themes, Systems, Experiences and Ideologies; MIT Press: Cambridge, MA, USA, 2020. [Google Scholar]
- Rogerson, M.J.; Gibbs, M. Finding Time for Tabletop: Board Game Play and Parenting. Games Cult. 2018, 13, 280–300. [Google Scholar] [CrossRef]
- Costikyan, G. Uncertainty in Games. In Playful Thinking; MIT Press: Cambridge, MA, USA, 2013. [Google Scholar]
- Abt, C.C. Serious Games; University Press of America: New York, NY, USA, 1987. [Google Scholar]
- Ham, E. Tabletop Game Design for Video Game Designers; CRC Press: Boca Raton, FL, USA, 2015. [Google Scholar]
- Brathwaite, B.; Schreiber, I. Challenges for Game Designers; Nelson Education: Toronto, ON, Canada, 2009. [Google Scholar]
- Zagal, J.P.; Rick, J.; Hsi, I. Collaborative Games: Lessons Learned from Board Games. Simul. Gaming 2006, 37, 24–40. [Google Scholar] [CrossRef]
- Zagal, J.P. Collaborative Games Redux. In Rerolling Boardgames: Essays on Themes, Systems, Experiences and Ideologies; MIT Press: Cambridge, MA, USA, 2020. [Google Scholar]
- Barros, J.; Casimiro, C. ‘Meeple-Centred Design’ to Assess Collaborative Play. Int. J. Games Soc. Impact 2024, 2, 71–94. [Google Scholar] [CrossRef]
- Sousa, M.; Sousa, C.; Luz, F. The Novelty of Collaboration: High School Students Learning and Enjoyment Perceptions When Playing Cooperative Modern Board Games. In Proceedings of the European Conference on Games Based Learning, Enschede, The Netherlands, 5–6 October 2023; pp. 632–642. [Google Scholar]
- Vasconcelos, L.; Sousa, M.; Ferreira, F.; Pinheiro, J. COLLABORATING: Modern board games and collaboratories as a tool for capacity building. SN Soc. Sci. 2022, 2, 190. [Google Scholar] [CrossRef]
- Sousa, M. Cities: Skylines: The Digital and Analog Game Design Lessons for Learning About Collaborative Urban Planning. In Proceedings of the International Conference on Videogame Sciences and Arts, Aveiro, Portugal, 28–30 November 2023; pp. 257–271. [Google Scholar]
- Sousa, M.; Zagalo, N.; Oliveira, A.P. Mechanics or Mechanisms: Defining differences in analog games to support game design. In Proceedings of the IEEE Conference on Games 2021, København, Denmark, 17–20 August 2021. [Google Scholar]
- Rogerson, M.J.; Gibbs, M.; Smith, W. ‘I Love All the Bits’: The Materiality of Boardgames. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, CHI ’16, San Jose, CA, USA, 7–12 May 2016; Association for Computing Machinery: New York, NY, USA, 2016; pp. 3956–3969. [Google Scholar] [CrossRef]
- Wasserman, J.A. Materially Mediated. In Rerolling Boardgames: Essays on Themes, Systems, Experiences and Ideologies; MIT Press: Cambridge, MA, USA, 2020. [Google Scholar]
- Reinart, B.; Poplin, A. Games in urban planning—A comparative study. In REAL CORP 2014—PLAN IT SMART! Clever Solutions for Smart Cities, Proceedings of the 19th International Conference on Urban Planning, Regional Development and Information Society, Vienna, Austria, 21–23 May 2014; Real Corp: Graz, Austria, 2014; pp. 239–248. [Google Scholar]
- Champlin, C.J.; Flacke, J.; Dewulf, G.P. A game co-design method to elicit knowledge for the contextualization of spatial models. Environ. Plan. B Urban Anal. City Sci. 2021, 49, 1074–1090. [Google Scholar] [CrossRef]
- Sousa, M.; Antunes, A.P.; Pinto, N.; Zagalo, N. Fast Serious Analogue Games in Planning: The Role of Non-Player Participants. Simul. Gaming 2022, 53, 175–193. [Google Scholar] [CrossRef]
- Mayer, I.; Bekebrede, G.; Harteveld, C.; Warmelink, H.; Zhou, Q.; van Ruijven, T.; Lo, J.; Kortmann, R.; Wenzler, I. The research and evaluation of serious games: Toward a comprehensive methodology. Br. J. Educ. Technol. 2014, 45, 502–527. [Google Scholar] [CrossRef]
- Güngör Göksu, G. A retrospective overview of the Journal of Public Budgeting, Accounting and Financial Management using bibliometric analysis. J. Public Budg. Account. Financ. Manag. 2023, 35, 264–295. [Google Scholar] [CrossRef]
- Charmaz, K. Constructing Grounded Theory; Sage: London, UK, 2014. [Google Scholar]
- Ampatzidou, C.; Gugerell, K. Participatory game prototyping–balancing domain content and playability in a serious game design for the energy transition. CoDesign 2019, 15, 345–360. [Google Scholar] [CrossRef]
Questions/Asked Dimensions | TCT | TCS | ||||
---|---|---|---|---|---|---|
σ | σ | |||||
Game habits/preference: Traditional/classic board games | 3.80 | 4.00 | 0.75 | 4.92 | 5.00 | 0.95 |
Game habits/preference: Modern board games | 3.60 | 3.00 | 2.06 | 4.92 | 5.00 | 1.80 |
Game habits/preference: Digital games | 3.10 | 3.00 | 1.37 | 5.67 | 6.00 | 1.49 |
Game habits/preference: Applied games | 1.90 | 2.00 | 0.70 | 4.83 | 5.00 | 1.72 |
Games can be tools for urban planning * | 5.90 | 6.00 | 0.83 | 5.92 | 6.00 | 1.26 |
Easiness to access and use games for planning * | 3.00 | 2.50 | 1.18 | 4.42 | 4.50 | 1.71 |
Prejudice about the use of games for planning * | 4.10 | 4.50 | 1.45 | 5.67 | 6.00 | 0.94 |
Analog games have advantages over digital games for planning * | 4.60 | 4.50 | 1.43 | 4.75 | 4.00 | 1.59 |
Game session: Simulation and modeling accuracy | 5.00 | 5.00 | 1.10 | 5.00 | 5.00 | 1.08 |
Game session: Promoting discussion and debate | 6.20 | 6.00 | 0.60 | 5.50 | 6.00 | 1.38 |
Game session: Learning about urban planning | 5.40 | 5.50 | 1.36 | 5.58 | 6.00 | 1.11 |
Game session: Testing and experimentation | 5.50 | 5.50 | 1.02 | 5.33 | 5.00 | 1.25 |
Game session: Foster creativity | 5.80 | 6.00 | 1.17 | 6.17 | 6.00 | 0.80 |
Game session: Foster collaboration | 6.50 | 7.00 | 0.67 | 6.25 | 6.00 | 0.72 |
Game session: Foster decision-making | 5.60 | 5.50 | 0.92 | 5.92 | 6.00 | 0.76 |
Game session: Solution quality | 4.60 | 4.50 | 1.02 | 5.83 | 6.00 | 0.69 |
Game session: Playability | 5.70 | 5.50 | 0.78 | 5.42 | 5.00 | 0.95 |
Game session: Motivation, engagement, and fun | 6.60 | 7.00 | 0.66 | 5.83 | 6.00 | 0.83 |
ANOVA (p) | Kruskal–Wallis (p) | |||||||
---|---|---|---|---|---|---|---|---|
Games can be tools for urban planning | 5.67 | 5.92 | +0.25 | 6.00 | 6.00 | 0.00 | 0.0035 | 0.0868 |
Easiness to access and use games for planning | 4.83 | 4.42 | −0.41 | 5.00 | 4.50 | −0.50 | 0.0236 | 0.1525 |
Prejudice about the use of games for planning | 4.67 | 5.67 | +1.00 | 5.00 | 6.00 | +1.00 | 0.4580 | 0.4499 |
Analog games have advantages over digital games for planning | 3.08 | 4.75 | +1.67 | 3.50 | 4.00 | +0.50 | 0.2394 | 0.2512 |
Clusters of Events | S1—Modeling the Campus | S2—Identifying the Problems (Travels) and the Solutions Type | S3—Defining the Costs and Impacts of Each Solution (GP) | S4—Allocating Costs and Adding/Placing Solutions | |
---|---|---|---|---|---|
Rules and generic playability issues | % | 40% | 30% | 20% | 10% |
e.g., | Asking questions to the facilitator and confirming interpretation with colleagues. | ||||
Need to use all the GM? | All H connected to the campus or between each other also? | Can we search online for the costs. | Will we MC from turn to turn? | ||
How to place the different H? | Should the GP be staked? | Is there a limit to the costs? | How to identify the best proposal? | ||
Engagement, collaboration, decision-making, and accomplishment | % | 20% | 30% | 30% | 60% |
e.g., | Discussing the model. | Discussing problems and solutions. | Discussing values and the importance of the solutions. | Time stress. | |
Laughing because of the constraints of space inside the H. | Laughing because of the available GP. | Using the GP to represent places and complex solutions. | Loss aversion due to the reduction in the budget (MC). | ||
Laughing when making narrative interpretations of the spaces. | Surprise with the game available GP (mainly the meeples). | GP colors and shape interpretation according to the solutions. | Making jokes about the bureaucracy and uncertainty of funding. | ||
Surprise with the model physical result (H and GP). | Surprise with the distribution of the travel origins (majority near). | Excitement, explosions, and jokes when receiving the MC. | Asking for help and assuming leadership facing stress. | ||
Modeling, testing, and simulating reality | % | 40% | 40% | 40% | 30% |
e.g., | Adjusting the GP placement to represent buildings, green spaces, parking, and accessibility. | Quantity of GP representing distances and agglomeration of travels in H. | Establishing a reference value (one MC worth X money in reality). | Establish priorities for the first MC. Complementing solutions in the next rounds MC. | |
Identifying different uses for the GP according to location. | The spatial distribution of travel origins H. Some connected with each other. | Consider the isolated effects of each solution and try to define some combined effects between solutions. | Acknowledgment of the effects of time pressure to spend funds. |
Example of Commentaries from Participants (Px) | 1st | Game General Experience | Game Application/ Serious Uses | Game Specific Outcomes | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2nd | Positive/Interesting | Surprising/Powerful | Adaptability | Playability Issues | Learning about SG | Introduction to Planning | Complex Decision Making | Interaction/Participation/Collaboration | Low Quality and Detail/Unrealistic | Need More Time to Play | Need Expert Knowledge/Support Tools and Actions | Simplicity Is Good | Can Simulate Stress | |
It was a great experience! We realized the enormous potential of games as tools for promoting interaction and supporting decision-making in the field of planning. However, for the quality of the solutions generated to be satisfactory, more time and preparation are needed. (P1) | ▪ | ▪ | ▪ | ▪ | ▪ | ▪ | ▪ | |||||||
This session demonstrated that games can be a powerful tool in Planning, allowing the problem to be conceptualized in simpler terms and with well-defined rules. Despite these limitations, which can be seen as a negative point because they don’t take all the constraints into account in order to create a more efficient solution, their simplicity and collaborative spirit force the debate of solutions, which attenuates differences that may exist between participants and makes it possible to find the various facets of a problem that weren’t even considered at the beginning when creating the game and then channel them into a common solution. This tool is even more pertinent for those who don’t have much knowledge of planning, as it is much easier to understand and manipulate than more complex digital tools based on GIS. The games are more dynamic and have greater potential, measured by our creative capacity, which allows for constant improvement with everyone’s participation and customized to each situation. (P4) | ▪ | ▪ | ▪ | ▪ | ▪ | ▪ | ▪ | ▪ | ||||||
Modeling the study area/object was quick and intuitive. So was the generation of options. On the other hand, given the limited time for modeling and simulation, the economic aspects of the game (benefits VS investment) will not correspond well with reality. The biggest difficulty in terms of the game was simulating/applying the multiplicative effect in terms of benefits, generated by the complementarity of measures (which is fundamental in the reality of planning). Another difficulty was playing with the small set of “meeple” pieces provided (more diversity and intermediate sizes would have been needed). An interesting learning during the game was to see how the approaching time limit leads to hasty, ill-considered, and more individualized decision-making, with the sole aim of spending the money available (which seems a fairly close representation of reality). (P5) | ▪ | ▪ | ▪ | ▪ | ▪ | ▪ | ▪ | ▪ | ▪ | |||||
This type of game has great potential for application in planning, particularly in participatory planning, as it provides a means of explaining complex processes and can therefore more easily involve stakeholders with less knowledge in the area of planning (namely the population). However, it seems to me that their application in more technical and strategic planning processes will perhaps be more limited due to the difficulty of representing an approximate model of reality (especially when compared to other available tools such as GIS systems). (P6). | ▪ | ▪ | ▪ | ▪ | ▪ | ▪ | ▪ | ▪ |
Based on the Participants Commentaries | 1st | Game General Experience | Game Application/Serious Uses | Game Specific Outcomes | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2nd | Positive/Interesting | Surprising/Powerful | Adaptability | Playability Issues | Learning about SG | Introduction to Planning | Complex Decision Making | Interaction/Participation/Collaboration | Low Quality and Detail/Unrealistic | Need more Time to Play | Need Expert Knowledge/Support Tools and Actions | Simplicity Is Good | Can simulate Stress | |
Total | 7 | 3 | 3 | 2 | 2 | 4 | 6 | 5 | 7 | 3 | 6 | 3 | 1 |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2024 by the author. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Sousa, M. Moving Pieces and Allocating Budget Together: A Framework for Using Analog Serious Games in Sustainable Collaborative Planning. Sustainability 2024, 16, 8348. https://doi.org/10.3390/su16198348
Sousa M. Moving Pieces and Allocating Budget Together: A Framework for Using Analog Serious Games in Sustainable Collaborative Planning. Sustainability. 2024; 16(19):8348. https://doi.org/10.3390/su16198348
Chicago/Turabian StyleSousa, Micael. 2024. "Moving Pieces and Allocating Budget Together: A Framework for Using Analog Serious Games in Sustainable Collaborative Planning" Sustainability 16, no. 19: 8348. https://doi.org/10.3390/su16198348
APA StyleSousa, M. (2024). Moving Pieces and Allocating Budget Together: A Framework for Using Analog Serious Games in Sustainable Collaborative Planning. Sustainability, 16(19), 8348. https://doi.org/10.3390/su16198348