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3 – Presentations day 2

Challenges in the design of the Virtual River serious game

R.J. den Haan

1.*

, M.C. van der Voort

1

, S.J.M.H. Hulscher

2

1

University of Twente, Department of Design, Production and Management , Enschede, the Netherlands

2

University of Twente, Department of Water Engineering and Management, Enschede, the Netherlands * Corresponding author: r.j.denhaan@utwente.nl

Introduction

River management of national and regional waterways has become a complex matter involving multiple disciplines and stakeholders.

The decision-making processes in river

management regard issues that have a broad, wide-spread, non-transparent and frequently politically sensitive impact on a large and diverse group of stakeholders. The decision-making processes are therefore multi-disciplinary as well as multi-actor; it can only be addressed properly by integrating these disciplines and actively involving all end users. As part of the RiverCare research programme, the project presented in this abstract focuses on communicating the results of the other RiverCare projects effectively to river managers and stakeholders by creating interactive and intuitive visualisations incorporated in a serious gaming environment: ‘Virtual River’. Ritterfeld et al (2009) define a serious game as “any form

of interactive computerbased game software for one or multiple players to be used on any platform and that has been developed with the intention to be more than entertainment”. In this

project, the serious game, combined with the visualisations, aims to empower stakeholders to make informed decisions in the realisation of self-sustaining multifunctional rivers by allowing a highly usable and accessible interaction with the models and data generated in the RiverCare projects. Ultimately, the serious game aims to provide stakeholders with an environment where they can safely test management strategies together.

Challenges

There are multiple challenges to overcome towards realising the serious game. This abstract focuses on two specific challenges regarding the design of the serious game: • How can the decision-making process in

river management be best supported?

• How detailed should the integrated knowledge be presented to the end users in the serious game?

The challenges regarding these questions are explained using case examples.

Decision-making process

As part of ‘Ruimte voor de Rivier’ (RvdR), the Overdiepse Polder, located between Waalwijk and Geertruidenberg, was considered as a temporary water storage in times of high water. After the inhabitants learned about this plan, they announced that they would do whatever necessary to obstruct it (Roth and Winnubst, 2010). Soon after, the deputy of the Noord-Brabant province met with the inhabitants. Concluding this meeting, inhabitants asked if they could make their own plan to combine living, agriculture and water storage in the Overdiepse Polder. To prevent a long period of uncertainty, the inhabitants preferred that if something had to be done that it was done quickly and on their terms and conditions. The inhabitants, supported by a farmers’ organisation and the province, came up with the plan of constructing nine terps with farms on the south side of the area. The plan was backed by the province and by the committee ‘Bezinningsgroep Water’. Ultimately, the plan of the inhabitants was continued and the Overdiepse Polder project received a frontrunner status within RvdR.

In the Overdiepse polder case, the inhabitants had an active role in the decision-making process and were part of the project organisation. This was only made possible by the constructive role of the province in mediating conflicts and impasses which helped to build trust between all parties. The case shows how the governance model of the decision-making process changed and, in this case, showed good results. Towards the serious game, this raises the question on how to support the decision-making process. Should the serious game be based on the current decision-making process or not? In other words, should the serious game support the current, actual use regarding the decision-making process by for example lowering the timespan and costs of management decisions. Alternatively, the serious game could ‘intervene’ towards an ideal use situation; towards ‘better’ solutions and decisions. Better in this context could be decisions which are supported by all stakeholders or a decision-making process which is less problematic or perceived as more satisfying.

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3 – Presentations day 2

Integrated knowledge

In the case of Arnemuiden, a small town in the municipality of Middelburg, a redevelopment project was started to develop an adjacent rural area in which water was a key topic. Similar to the Overdiepse polder case, inhabitants and local stakeholders were against the project and successfully obstructed it (van Schie, 2010). To break the deadlock, the stakeholders were gathered in an advisory group, supported by external experts, in order to develop scenarios for the redevelopment of the area supported by all stakeholders and the government. The aim of this involvement was to ease the obstructive attitude of the local stakeholders. The advisory group developed four scenarios which were subsequently developed into two realistic scenarios.

After the advisory group presented the two final scenarios, the municipality stopped communicating about the project for a long time. When new visions and plans were finally presented, the advisory group was not mentioned and only a handful of their recommendations were included. According to van Schie (2010), the city council of Middelburg had included its own (limited) interpretation of the advice in these plans. The cause of neglecting this advice is explained by the traditional view of experts and municipal civil servants on the function of experts in the decision-making process; expert knowledge was assumed superior and the input of non-experts was therefore not considered valid to include in the decision-making process.

Towards the serious game, this example shows that the role of experts should be carefully considered in order to create as much support

for the serious game as possible. This is highly dependent on the amount of knowledge integrated in the serious game. Integrating a high amount of knowledge in the serious game steers the serious game towards a simulation tool. Such a simulation game lowers the threshold for non-experts to participate, but may also lower the need for knowledge from experts. Question is if such an approach is acceptable towards the decision-making process. Alternatively, a lower amount of knowledge could be integrated and experts could play a role during the game sessions based on their knowledge. This way, the serious game becomes a facilitation tool.

Future work

The two challenges described in this abstract are far from the only challenges and only relate to the design of the serious game. Towards these challenges, it is likely that a balance will need to be found on how to support the decision-making process as well as the level of detail of integrated knowledge. Future work will therefore focus on finding a sweet spot in the axis system as shown in fig. 1. The next step towards achieving this will be to perform interviews and hold discussions with stakeholders to determine what end users want out of the Virtual River serious game.

References

Ritterfeld, U. & Cody, M. & Vorderer, P. (2009). Serious games. New York, NY, USA, Routledge. 552 p.

Roth, D. and Winnubst, M. (2010). Overdieps polderen: enkele aspecten van de planvorming voor de Overdiepse polder. Bestuurskunde, 3: 52-64.

van Schie, N. (2010). Co-valuation of water: An institutional perspective on valuation in spatial water management.. PhD thesis, Erasmus University Rotterdam, Rotterdam, Netherlands. 97-149.

Figure 1. Decision-making versus knowledge challenge towards the serious game design

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