![]() ![]() The review analyzed the serious games in light of the shift toward flood resilience and identified limitations in the documentation of serious games and their potential in understanding the longer‐term impacts of gameplay on players. Identified serious games provided an unconventional and entertaining approach to engage stakeholders on flood‐related issues. The gameplay countries and player characteristics, game characteristics, relevance to FRM, game rationales, and collection of data are explored in this paper. It contains 37 games that were developed with different rationales that include engaging players in the topic of FRM, supporting practice by exploring future options through collaboration, improving communication of FRM, as educational tools, and to collect research data. ![]() This international review collates and analyses these attempts in order to develop a knowledge base of serious gaming in the field of FRM. However, there has been limited synthesis of these attempts and their contributions to the ongoing shift toward a more holistic and governance‐based flood resilience perspective in flood risk management (FRM). Serious gaming is increasingly used to explore important real‐world problems and a growing number of serious games are addressing flood‐related issues. Overall, this work anticipates rendering gamification as a recognized branch of the systems dynamics domain by establishing a common language and recommending directions to improve practice and research efforts. Thus, this research aims to propose a set of shared principles by (i) providing an embryonic definition of system dynamics gamification and (ii) framing the most relevant challenges and drivers, to fill in the literature gaps and allow for effective knowledge accumulation. Specifically, the extant literature introduces a repertoire of system dynamics-based simulators and games under quite divergent perspectives and nomenclatures, while a comprehensive set of practical 'how-to-gamify' guidelines and a resource repository are lacking. ![]() ![]() Despite the long tradition of system dynamics gamification, capitalizing on lessons learned from previous experiences is still challenging for practitioners. Future directions to conduct stakeholder workshops and the evaluation approach are also suggested at the end of this paper.Īs gamification has been gaining ground in research practice, system dynamics is no exemption. Both game modes have been tested in separate workshops to identify bugs and issues regarding goal clarity and in-game information. Rewards and penalties also exist in the game to promote players’ extrinsic motivation to use critical thinking. The game has a single player mode, where a player can access all decisions, and a multiplayer (turn-based) mode, where two players with different roles work collaboratively to achieve the desired outcome. The goal of the game is to achieve certain collection and recovery outcomes through a mix of decisions ranging from product stewardship strategies, landfill regulation, technological investment, promotional effort, reuse strategy, and infrastructure improvement. In this paper, a serious game called R3SOLVE was designed from a previously developed system dynamics (SD) model. It enables stakeholders to experiment with different decisions and understand their long-term impacts in a safe environment. Serious games can overcome this challenge by simplifying a complex model via a user-friendly interface. However, there is a significant challenge in communicating such a model to stakeholders. We further discuss how the hybrid interface combines qualities usually found in board and computer games that are beneficial in engaging stakeholders and stimulating learning.Ī complex systems model is necessary to holistically address the end-of-life (EoL) solar panel waste problem. As a participatory tool, the game appears to be valuable to introduce non-expert stakeholders to Dutch river management. The results show that the game was effective in enabling participants to collaboratively experiment with various river interventions and in stimulating social learning. We ran five game sessions involving both domain experts and non-experts to assess the game’s value as a participatory tool. The game uses a novel, hybrid interface design that features a bidirectional coupling of a physical game board to computer models. We present the Virtual River Game that aims to support stakeholders in collaboratively exploring the complexity of a changed river management paradigm in the Netherlands. Serious games are increasingly used as tools to facilitate stakeholder participation and stimulate social learning in environmental management. ![]()
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