Serious Games as Planning Support Systems: Learning from Playing Maritime Spatial Planning Challenge 2050
Abstract
:1. Introduction
1.1. Knowledge Co-creation and Stakeholder Engagement
- -
- Socialization: From tacit to tacit knowledge, which involves the sharing and transferring of tacit knowledge between individuals and groups through physical proximity and direct interactions;
- -
- externalization: From tacit to explicit knowledge, which requires tacit knowledge to be articulated and translated into comprehensible forms that can be understood by others;
- -
- combination: From explicit to more complex sets of explicit knowledge, which requires communication and diffusion processes and the systematization of knowledge; and
- -
- internalization: From explicit to tacit knowledge.
1.2. Research Objective and Questions
- Individual level: Does MSP Challenge 2050 offer a platform for participants to learn about MSP by helping them understand information derived from data, analyses, and models?
- Group level: Does playing MSP Challenge 2050 promote quality interactions and cooperation between participants facilitating the knowledge co-creation cycle? and
- Outcome level: What are the characteristics of the plans developed while playing the game and how do the plans differ from team-to-team?
2. Materials and Methods
2.1. MSP Challenge 2050
2.2. Game Events
2.3. Data Collection and Analysis Methods
3. Results
3.1. Research Question 1: Does MSP Challenge 2050 Offer a Platform for Participants to Learn about MSP by Helping Them Understand Information Derived from Data, Analyses, and Models? (i.e., Individual Added Value)
3.2. Research Question 2: Does playing MSP Challenge 2050 Promote Quality Interactions and Cooperation Between Participants Facilitating the Knowledge Co-creation Cycle? (i.e., Group Added Value)
3.3. Research Question 3: What are the Characteristics of the Plans Developed While Playing the Game and How Do the Plans Differ From Team-to-team? (i.e., Outcome Added Value)
3.4. Summary of Research Results
4. Discussion
4.1. Improving MSP Challenge 2050 to Become a PSS
4.2. Limitations of the Study and Avenues for Future Research
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Teams | Team Code | Team Members | Member Codes |
---|---|---|---|
Indigo | IND | 3 | IND1, IND2, IND3 |
Purple | PUR | 4 | PUR1, PUR2, PUR3, PUR4 |
Orange | OR | 4 | OR1, OR2, OR3, OR4 |
Red | RED | 3 | RED1, RED2, RED3 |
Yellow | YEL | 4 | YEL1, YEL2, YEL3, YEL4 |
Time | Description of Interaction | Understanding of Data, Analysis or Model | Knowledge Co-Creation stage |
---|---|---|---|
0:03:32 | IND2 asks their team “What does that mean, EEZ?” after seeing the term on a layer in the game, and teammates explain its meaning. | Data, model | Externalization |
0:07:30 | The team discusses what they will tell G.O.D. regarding stakeholder engagement, which is beyond the scope of the game. | Analysis | Combination |
0:09:30 | YEL1 explains to the team what information the layers concerning aquaculture can give them to plan for the next five years. | Data, model | Socialization |
0:11:09 | YEL2 asks how the team should go about combining wind farms and aquaculture farms: which one should be built first? Although this is not accounted for by the game, YEL1 explains that usually you build wind farms first and then use them as anchorage for aquaculture farms. | Analysis | Externalization, Combination |
0:18:00 | IND1 explains to IND2 what anchorages are and where they are located on the screen. | Data and model | Externalization, Socialization |
0:21:40 | RED3 explains to RED2 what a carbon sink is and what it corresponds to in the game | Data, model | Externalization, socialization |
0:39:40 | Team discusses what they plan to tell G.O.D. They go one step above what the game requires of them and discuss the type of institutions that would need to be put in place to reach some of the goals they have set for their country. | Analysis | Combination |
0:45:00 | When looking at placing offshore wind turbines, the team goes beyond the game and discusses the aesthetic implications of placing offshore wind farms next to certain touristic areas | Analysis | Combination |
1:00:10 | YEL1 says that they should bring up their plan to create more employment in the country during their meeting with G.O.D. The game does not track employment, so this strategy is beyond the scope of the game. | Analysis | Combination |
1:24:24 | OR1 needs to use the computer for the first time and OR2 shows them how to navigate the game and extract the information needed | Data, model | Socialization |
1:27:40 | IND2 Takes control of the mouse and asks IND3 how to use some features. IND3 shows IND2 | Model | Socialization |
Post-Game Survey Question | Less than 2 Years of Experience (n = 29) | 2–10 Year of Experience (n = 13) | Statistical Significance (U = 116, p = 0.05) |
---|---|---|---|
(1) I gained more insight into what the important factors in MSP are and how they (can) influence each other | 4.31 (0.85) | 3.38 (0.87) | Yes |
(2) I gained more insight into conflicts and cooperation between different sectors (e.g. fisheries, energy, environment) | 3.93 (1.07) | 3.31 (0.75) | Yes |
(3) I have a clearer picture on how MSP can be turned into an integrated process | 3.90 (0.77) | 3.23 (0.93) | Yes |
(4) I gained more insight into how MSP decisions in different countries (can) influence each other | 3.79 (1.05) | 3.46 (0.88) | No |
(5) I gained more insights in the problems and barriers of cooperation among countries in MSP | 3.72 (0.96) | 3.46 (0.88) | No |
(6) I gained more insights in the various ways countries can cooperate in MSP | 3.79 (0.94) | 3.46 (0.88) | No |
(7) I gained more insight into how decisions on different planning scales (local, regional, national, international) (can) influence each other | 3.39 (1.13) | 3.08 (0.95) | No |
(8) As players, we did enough internal reflection and adjustment | 3.59 (0.98) | 3.23 (0.93) | No |
Teams | Phase 1 | Phase 2 | Phase 3 | Phase 4 | Phase 5 | Phase 6 | Phase 7 | Phase 8 | Phase 9 |
---|---|---|---|---|---|---|---|---|---|
Indigo | 76 | 80 | 89 | 80 | G.O.D | 78 | 89 | 54 | 65 |
Purple | 91 | 86 | 88 | 74 | 94 | 74 | G.O.D | G.O.D | 75 |
Orange | 68 | 86 | 100 | 97 | 71 | G.O.D | * | * | 92 |
Red | 42 | 83 | 74 | 87 | 80 | 78 | 76 | G.O.D | * |
Yellow | 65 | 59 | 80 | 75 | 75 | 78 | 70 | 30 | G.O.D |
Indicator | Description |
---|---|
Moments of Consensus | Moments when teammates come to an agreement on how to proceed. |
Moments of Reflection | Moments when teams pause and reflect on their actions and consequences. |
Shared Laughter | Moments when teammates laughed together. |
Anecdotal and Opinion Exchange | Moments when one teammate shares an anecdote or opinion with another teammate or the team as a whole. |
Explicit Knowledge Transfer | Moments wherein one teammate shares expertise or knowledge with another teammate or the team. Generally, takes the form of an answer to a question. |
Post-Game Survey Question | Newfoundland (N = 9) | Venice (N = 15) | Copenhagen (N = 19) |
---|---|---|---|
(1) The discussions between the players were good | 4.22(0.44) | 4.53 (0.52) | 3.7 (0.73) |
(2) As players, we worked together well during the game | 4.22 (0.67) | 4.4 (0.51) | 3.4 (0.82) |
(3) In general, other players (team members) played their roles well. | 4 (0.50) | 4.27 (0.80) | 3.75 (0.79) |
(4) I really put myself into my role. | 4 (0.50) | 4.53 (0.52) | 3.65 (0.81) |
Time | Description of Interaction |
---|---|
0:031:16 | RED2 asks team Indigo if they can see the plan they just proposed. Both teams have just discovered that they can share information. Indigo says that they don’t need to approve it, that Team Red can just go ahead and do their plan without their approval. |
0:37:17 | IND 2 says that once everyone starts putting plans up for approval, the teams will be overwhelmed and approve everything and that it’s probably like that in the real world |
0:56:29 | IND 2 asks if it is really necessary to ask for consultation for a plan that’s very close to their coast. At 57:45 they just implement it. |
0:02:40 (debrief) | YEL2: “It was interesting to see how when we thought we needed everyone to agree, we were all ready to do so but as soon as we realized we didn’t have to come to a collective agreement it was just like every man for himself a little bit.” |
Sector | Ecology | Fishing and Recreation | Oil and Gas | Renewable Energy | Shipping | Miscellaneous |
---|---|---|---|---|---|---|
Indigo | 6% of marine area to become Nature 2000; 3% to become marine protected areas | Combine fishing with marine protected areas; Add 10 algae farms Add 5 fish farms | - | 6000 MW Wind Energy | Add 2 anchorages and extend current anchorages by 2018; Add 3 dredging disposal sites | Focus on international discussion |
Purple | 30% of Marine areas to be marine protected areas by 2020 | 12 new algae farms; 6 new fish farms | Support existing fields and assure health and safety; three empty fields by 2020 (carbon capture) | Increase wind energy and explore new sites; 10 new tidal and wave energy locations by 2030 | - | Keep the peace between fisherman dealing with new tidal and wave energy locations. |
Orange | 30% of sea to Nature 2000 Area (+5%) | Sufficient space for fishing and recreation; 3 new algae farms; 2 new fish farms; assure coast remains attractive and unobstructed; Preserve archeological values | Maintain oil and gas stack; Use at least two empty fields for carbon capture; Assure safety of platforms and transport | Increase wind energy production to 4500 MW; Create three test sites for tidal energy; Assure sufficient grid capacity on land; Establish international Sea of Colours Energy Grid | Extend 1 port; Add 2 more anchorages; 2 more dredge disposal areas | Sand and gravel extraction areas; 7% designated for military activities |
Red | Increase marine protected areas | Add 7 algae farms; Add 4 fish farms | Implement CO2 capture | Add Tidal Energy | Extend Anchorages | - |
Yellow | Increase Nature 2000 areas by 2.5%; marine protected areas 10-year plan (increase area by 10%) (3 years) | - | - | Expand existing wind farms (increase capacity by 5000 MW); Asses sites for multi-use aquaculture areas (14 years) | Extend Seaports Add Anchorages every year; Increase research and consultation (5 years) | - |
Team | Quantitative Interactions | Quality Interactions |
---|---|---|
Indigo * | 611 | 74 (12% of total interactions) |
Orange * | 514 | 57 (11% of total interactions) |
Purple * | 582 | 69 (12% of total interactions |
Red | 520 | 56 (10% of total interactions) |
Yellow | 532 | 71 (13% of total interactions |
Knowledge Co-creation Stage | Requirements | Achieved by MSP Challenge 2050? | If so, How? |
---|---|---|---|
Socialization | Physical proximity/direct interactions | Yes | MSP Challenge 2050 offers a space for Socialization to occur based on how the game is set-up and how players are grouped into small teams. 58 examples of socialization were noted in the planning phase of the Newfoundland event |
Externalization | Peer-to-peer dialogue where individuals and groups engage in the creation of shared knowledge | Yes | The game asks the players to develop a national and international MSP process using complex information in the game. The players are required to take on different roles and explain to each other their logic and justify their opinions. 150 examples of externalization were noted in the planning phase of the Newfoundland event |
Combination | (a) capturing and integration of new explicit knowledge, (b) dissemination of explicit knowledge among groups and networks, and (c) editing or processing of explicit knowledge to make it more user-friendly | Yes | While planning, the teams discuss how their plans could be implemented in real life, and which criteria are omitted in the game but would need to be considered in the real world. During the debriefing sessions, the tacit information of the experience is transformed into more explicit usable knowledge. 117 examples of combination were noted in the planning phase of the Newfoundland event |
Internalization | (a) actualizing explicit knowledge in practice, (b) embodying explicit knowledge through simulations or experiments to trigger learning-by-doing, (c) active participation of all players. | Unknown | In order to determine this, more follow-up with participants needs to be performed to inquire if lessons learned in the game were used in the real world. No examples noted, follow-up required as it involves bringing new knowledge into one’s everyday life. |
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Share and Cite
Jean, S.; Gilbert, L.; Medema, W.; Keijser, X.; Mayer, I.; Inam, A.; Adamowski, J. Serious Games as Planning Support Systems: Learning from Playing Maritime Spatial Planning Challenge 2050. Water 2018, 10, 1786. https://doi.org/10.3390/w10121786
Jean S, Gilbert L, Medema W, Keijser X, Mayer I, Inam A, Adamowski J. Serious Games as Planning Support Systems: Learning from Playing Maritime Spatial Planning Challenge 2050. Water. 2018; 10(12):1786. https://doi.org/10.3390/w10121786
Chicago/Turabian StyleJean, Steven, Laura Gilbert, Wietske Medema, Xander Keijser, Igor Mayer, Azhar Inam, and Jan Adamowski. 2018. "Serious Games as Planning Support Systems: Learning from Playing Maritime Spatial Planning Challenge 2050" Water 10, no. 12: 1786. https://doi.org/10.3390/w10121786