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
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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 |
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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