TY - JOUR
T1 - Serious Games as planning support systems: learning from playing maritime spatial planning challenge 2050
AU - Jean, S
AU - Gilbert, L
AU - Keijser, X
AU - Mayer, IS
AU - Inam, A
AU - Adamowski, J
N1 - Funding Information:
The original idea of the MSP Challenge board game is from Lodewijk Abspoel, of the Netherlands Ministry of Infrastructure and Water Management. The concept of the board game and digital game has been further developed by a team, including the authors I.M. and X.K. The authors acknowledge the contributions by Linda van Veen and Bas van Nuland in the design and development of the game materials and software. The authors furthermore wish to thank Francesco Musco, Federica Appiotti and the Erasmus Mundus MSP students at IUAV (Italy), Geoff Coughlan and students at Memorial University (Canada), and the EU Interreg NorthSEE and BalticLINes project partners. This study was funded by a Social Sciences and Humanities Research Council of Canada (SSHRC) Partnership Development Grant held by Adamowski and contributed to by Nguyen from the McGill University Brace Centre for Water Resources Management. The research is also part of the PhD thesis by author X.K. on the use of Serious Gaming in (transboundary) Maritime Spatial Planning at Wageningen University, The Netherlands, with support of Rijkswaterstaat
Funding Information:
Funding: This study was funded by a Social Sciences and Humanities Research Council of Canada (SSHRC) Partnership Development Grant held by Adamowski and contributed to by Nguyen from the McGill University Brace Centre for Water Resources Management. The research is also part of the PhD thesis by author X.K. on the use of Serious Gaming in (transboundary) Maritime Spatial Planning at Wageningen University, The Netherlands, with support of Rijkswaterstaat.
Publisher Copyright:
© 2018 by the authors.
PY - 2018
Y1 - 2018
N2 - The inherent complexity of planning at sea, called maritime spatial planning (MSP), requires a planning approach where science (data and evidence) and stakeholders (their engagement and involvement) are integrated throughout the planning process. An increasing number of innovative planning support systems (PSS) in terrestrial planning incorporate scientific models and data into multi-player digital game platforms with an element of role-play. However, maritime PSS are still early in their innovation curve, and the use and usefulness of existing tools still needs to be demonstrated. Therefore, the authors investigate the serious game, MSP Challenge 2050, for its potential use as an innovative maritime PSS and present the results of three case studies on participant learning in sessions of game events held in Newfoundland, Venice, and Copenhagen. This paper focusses on the added values of MSP Challenge 2050, specifically at the individual, group, and outcome levels, through the promotion of the knowledge co-creation cycle. During the three game events, data was collected through participant surveys. Additionally, participants of the Newfoundland event were audiovisually recorded to perform an interaction analysis. Results from survey answers and the interaction analysis provide evidence that MSP Challenge 2050 succeeds at the promotion of group and individual learning by translating complex information to players and creating a forum wherein participants can share their thoughts and perspectives all the while (co-) creating new types of knowledge. Overall, MSP Challenge and serious games in general represent promising tools that can be used to facilitate the MSP process.
AB - The inherent complexity of planning at sea, called maritime spatial planning (MSP), requires a planning approach where science (data and evidence) and stakeholders (their engagement and involvement) are integrated throughout the planning process. An increasing number of innovative planning support systems (PSS) in terrestrial planning incorporate scientific models and data into multi-player digital game platforms with an element of role-play. However, maritime PSS are still early in their innovation curve, and the use and usefulness of existing tools still needs to be demonstrated. Therefore, the authors investigate the serious game, MSP Challenge 2050, for its potential use as an innovative maritime PSS and present the results of three case studies on participant learning in sessions of game events held in Newfoundland, Venice, and Copenhagen. This paper focusses on the added values of MSP Challenge 2050, specifically at the individual, group, and outcome levels, through the promotion of the knowledge co-creation cycle. During the three game events, data was collected through participant surveys. Additionally, participants of the Newfoundland event were audiovisually recorded to perform an interaction analysis. Results from survey answers and the interaction analysis provide evidence that MSP Challenge 2050 succeeds at the promotion of group and individual learning by translating complex information to players and creating a forum wherein participants can share their thoughts and perspectives all the while (co-) creating new types of knowledge. Overall, MSP Challenge and serious games in general represent promising tools that can be used to facilitate the MSP process.
KW - Knowledge co-creation
KW - Maritime spatial planning
KW - Planning support systems
KW - Serious games
KW - Sustainability
U2 - 10.3390/w10121786
DO - 10.3390/w10121786
M3 - Article
SN - 2073-4441
VL - 10
JO - Water
JF - Water
IS - 12
ER -