Using Serious Games for Vision Development in the Participatory Backcasting Process

A Case Study Developing Circular Visions for Business Parks

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Abstract

Due to the ecological consequences and increased resource insecurity caused by the depletion of natural resources of the incumbent linear economy, the Netherlands aims for a fully circular economy in 2050. To guide this transition from a linear to circular economy, strategies need to be made. An approach which enables actors to create these strategies is participatory backcasting. This process needs to be supported by several tools, including (social) engagement and design tools. The aim of this thesis is to explore how serious games can be used as these tools and what its effects are. By expanding the tools available for participatory backcasting, practitioners can use different tools appropriate for different settings.
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.