J.C. Frens
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In order to support transition to a circular economy, visions and strategies need to be developed for which participatory backcasting can be used. This paper reports on the effects of using serious games as a possible supporting (social) engagement and design tool for vision development in participatory backcasting and has been applied to circular business and industry parks. In order to test the effects on (social) engagement, a new framework was developed and used to evaluate engagement by measuring the game experience, perceived influence, and learning, as well as the social connections within these constructs. The effect of the vision design was measured using participant satisfaction and a vision analysis, identifying transformative elements and guiding goals and targets. The results show that a serious game is a suitable tool to support (social) engagement in participatory backcasting. As a design tool, it is suitable for the development of transformative elements, but the used game was not able to create guiding goals and targets.
Using Serious Games for Vision Development in the Participatory Backcasting Process
A Case Study Developing Circular Visions for Business Parks
Using a research-through-design approach, a serious game was developed to create circular visions on business parks. Two research workshops were conducted to test the of the game on the (social) engagement and vision design. In this, the thesis introduces a framework to measure (social) engagement, consisting of the three dimensions (1) game experience, (2) learning, and (3) perceived level of influence.
The results of the game experience indicate a positive effect on (social) engagement as the components related to high engagement scored relatively high and the results related to low engagement scored relatively low. Furthermore, the results of the learning dimensions showed that almost all participants have learnt about circularity. Finally, most participants indicated that they had a high degree of influence, one student indicated some degree of influence and one stating a little influence. This all showed that the participants were willing to have emotions and thoughts towards the workshop and were willing to affect the results of the final vision. This leads to the conclusion the outcome of this research would indicate that the use of a serious game can have a positive effect on (social) engagement.
The games effect on the vision design was tested using two dimensions: participant satisfaction and a vision evaluation. Participant satisfaction was tested using self reporting in the postquestionnaire. The vision evaluation was conducting using the criteria set by Van den Voorn et al. (2017): (1) presence of transformative elements, and (2) presence of goals and guiding targets.
The results for participant satisfaction with the developed vision range from neutral to high satisfaction. Furthermore, only one (stakeholder) participant indicated they wanted to change the vision developed during the game. However, the change was more incremental rather than disruptive. The vision analysis showed that all four visions contained transformative elements, while clear guiding goals and targets were absent. However, there were clear guiding themes in the stakeholder vision that could result in goals and targets in a follow up session. It is possible that this was due to the game used in the research.
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Using a research-through-design approach, a serious game was developed to create circular visions on business parks. Two research workshops were conducted to test the of the game on the (social) engagement and vision design. In this, the thesis introduces a framework to measure (social) engagement, consisting of the three dimensions (1) game experience, (2) learning, and (3) perceived level of influence.
The results of the game experience indicate a positive effect on (social) engagement as the components related to high engagement scored relatively high and the results related to low engagement scored relatively low. Furthermore, the results of the learning dimensions showed that almost all participants have learnt about circularity. Finally, most participants indicated that they had a high degree of influence, one student indicated some degree of influence and one stating a little influence. This all showed that the participants were willing to have emotions and thoughts towards the workshop and were willing to affect the results of the final vision. This leads to the conclusion the outcome of this research would indicate that the use of a serious game can have a positive effect on (social) engagement.
The games effect on the vision design was tested using two dimensions: participant satisfaction and a vision evaluation. Participant satisfaction was tested using self reporting in the postquestionnaire. The vision evaluation was conducting using the criteria set by Van den Voorn et al. (2017): (1) presence of transformative elements, and (2) presence of goals and guiding targets.
The results for participant satisfaction with the developed vision range from neutral to high satisfaction. Furthermore, only one (stakeholder) participant indicated they wanted to change the vision developed during the game. However, the change was more incremental rather than disruptive. The vision analysis showed that all four visions contained transformative elements, while clear guiding goals and targets were absent. However, there were clear guiding themes in the stakeholder vision that could result in goals and targets in a follow up session. It is possible that this was due to the game used in the research.