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experiential learning pioneered by David Kolb, the
game becomes an opportunity for each player to
experience and contribute to social learning that lasts
beyond the game session itself. In their feedback,
participants report better understanding an overall
system perspective in complex problems, a greater
grasp of the importance of collaboration, including the
wide network of stakeholders involved and, finally, a
high level of personal engagement and fun.
The benefits of the Nexus Game have been
integrated as a tool in research projects that
require stakeholder engagement and collaboration.
Stakeholders of the Zambezi and Indus river basins,
for example, had the opportunity to play the Nexus
Game as part of the Integrated Solutions for Water,
Energy, and Land (ISWEL) Project. The players were
able to relate the real world challenges of managing
their local water, food, and energy resources to the
policy exercise offered in the game. Policymakers,
researchers, and students benefited from the game
as an educational experience, relationship-building
activity, and as a capacity building exercise, preparing
the participants for the upcoming stakeholder
workshops.
The Nexus Game was created in collaboration
with the Centre for Systems Solutions (CRS). IIASA
researchers and the CRS team have created a range of
games tackling sustainability challenges, such as risk
and resources management, that are all focused on
the importance of systems thinking. Although more
research is required to fully understand the extent of
the impact of these games on policy, it appears that
by walking the participants through the process of
the game, researchers are able to broaden their scope
of understanding. These games create a space for
deliberations in which responsibilities are shared in
the decision-making process, thus supporting more
engaging and participatory research to policy practices.
“I think for the kind of issues that IIASA studies,
'knowing more' is no longer sufficient, so we are
focusing on how we can facilitate more 'doing and
experimenting' for solutions,” concludes Mochizuki. Further info:
pure.iiasa.ac.at/16952
pure.iiasa.ac.at/15227
pure.iiasa.ac.at/15496
www.iswel.org
nexus.socialsimulations.org Piotr Magnuszewski
magnus@iiasa.ac.at
Junko Mochizuki
mochizuk@iiasa.ac.at
Social learning entails that the understanding of
the participant will be changed after the game,
but also that the change will affect social circles
and practices around the individual. In order to
achieve these expected outcomes of social
learning and systems thinking, the role-playing
simulation game needs to follow specific design
principles and processes. IIASA and the CRS have
developed the Complexity-Collaboration-
Sustainability simulation game design framework
for social learning on complex sustainability
challenges. In this framework, the first phase is
devoted entirely to defining the subject of the
game, including reviewing literature, consulting
with experts, and narrowing down the area of
interest. This crucial step is key in defining the
relationship between the game design and the
real world issue.
In the second phase, the environment, the
roles, and their decisions are defined. This
determines how the game will be played, defines
the range of stakeholders in the game, and
specifies what decisions are incumbent to each
of them.
“One of the important concepts that we included
in our framework as described in our recent
paper is what is called 'procedural rhetoric.'
Proposed by Ian Bogost, it is rhetoric in a sense of
persuasive content, but achieved through design
of action situations ('procedures') not by words.
No one has to lecture you on the need to
collaborate, negotiate, and compromise for a
solution. When you play games, you will simply
experience it and make your own sense out of it,”
explains Mochizuki.
H O W D O YO U
BUILD A GAME?
19OptionsWinter
2021www.iiasa.ac.at
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book options, Volume winter 2021"
options
Volume winter 2021
- Title
- options
- Volume
- winter 2021
- Location
- Laxenburg
- Date
- 2021
- Language
- English
- License
- CC BY-NC 4.0
- Size
- 21.0 x 29.7 cm
- Pages
- 32
- Categories
- Zeitschriften Options Magazine