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414 R.Mechler et al.
Box17.1Objectivesofseriousgamingtosupportresilienceassessmentandbuild-
ing throughengagement
• Demonstrating thebenefitsofexantedisaster risk reductionandpreparedness.The
gamecanbeused incasestudies to test responsesofdifferent actors topolicy inno-
vations therebyhelping to improve thembyreducingpotentialnegativesideeffects.
Gamescanespeciallydrawattentiontothe‘invisible’indirectandintangibleimpacts.
• Fostering flood risk protection through enhancing participatory decision-making.
Thegamecanhelpstakeholderstobuildfloodresiliencebuy-in.Asatoolithasunique
potential to change howpeople perceive and understand resilience. Through intel-
lectual and emotional engagement in an interactive environment, stakeholdersmay
start toseehowimportantfloodresiliencebecomesfortheirsecurityandlivelihoods.
Itwillalsocontribute tobuildingsocialcapitalbyincreasingtrustandcollaboration.
• Knowledge dissemination and outreach. Games, by engaging participants, can
become a very successful dissemination instrument—with broader outreach than
traditional reports.Thegamesdeveloped in theproject for stakeholders canbe later
used fordisseminatingproject insights tobroaderaudience.
• Supporting the integrated assessment for flood resilience. Decision-making rules
are of themost difficultmodelling tasks (either in systemdynamics or agent-based
models).Gamingexercisescanprovideabetterunderstandingofdecisionmakingof
actors that can influenceflood resilience.Because theyprovide context andengage
participantsemotionally, theyaremorereliablethanquestionnairesinelicitingstake-
holder responses inaway that canbe translated intomodelling language.
Theseexercisesmediatecollaborationbetweenactorsandscientists inanalysing
how problems emerge in complex systems andwhere points of interventionmay
lie. Because they are experienced as something that feels real, more information
is retained, learning is faster, and an intuition is gained about how to make real
decisions and improve policies. Ideally, if the right actors can be brought together
gaming allows the exploration of real issues and provides a neutral platform for
different stakeholders to understand conflictingopinions andperspectives in a safe
space.The sophisticationof the approachallowsevennon-trainedactors to engage
inhighlycomplexdecisions.
The focus of using policy exercises for the ZFRA, conducted in collaboration
with theCentre forSystemsSolutions (CRS) inWroclaw,Poland,hasbeen toapply
simulationgamesandpolicyexercisestosupporttheactivitiesintheFloodResilience
project.AFloodResilienceGamehasbeendeveloped,whichisaboard-gameplayed
by8–16players,whoeach takeona roleasamemberof afloodpronecommunity.
Directinteractionsbetweenplayerscreatearichexperiencethatcanbediscussedand
analysedinstructureddebriefsessions.Thisallowsplayerstoexplorevulnerabilities,
risks and capacities—citizens, local authorities andNGOs together—leading to an
advancedunderstandingofinterdependenciesandthepotentialforworkingtogether.
Thegamedrawson researchon the complex challenges of reducingflood risk and
fosteringsustainabledevelopment.Itallowsplayerstoexperience,explore,andlearn
aboutthefloodriskandresilienceofcommunitiesinrivervalleys.Playersexperience
the simulated impacts of flood damage on housing and infrastructure, as well as
Loss and Damage from Climate Change
Concepts, Methods and Policy Options
- Titel
- Loss and Damage from Climate Change
- Untertitel
- Concepts, Methods and Policy Options
- Autoren
- Reinhard Mechler
- Laurens M. Bouwer
- Thomas Schinko
- Swenja Surminski
- JoAnne Linnerooth-Bayer
- Verlag
- Springer Open
- Datum
- 2019
- Sprache
- englisch
- Lizenz
- CC BY 4.0
- ISBN
- 978-3-319-72026-5
- Abmessungen
- 16.0 x 24.0 cm
- Seiten
- 580
- Schlagwörter
- Environment, Climate change, Environmental law, Environmental policy, Risk management
- Kategorien
- International
- Naturwissenschaften Umwelt und Klima