568
20.3.3 Serious Games
Another tool used to examine the FEW nexus are serious games. Serious games are
those that have a purpose other than just entertainment (MIT n.d.); see also Sect.
17.3.4 on immersive experiences. The use of in person or online games can help
people try scenarios, work with each other, and examine the multiple dynamics
involved with the FEW system. In one example where people could run different
scenarios of water allocation through an online allocation “game,” elected officials
who participated realized the need for more engagement of other elected officials
in local water supply decisions and the need for additional funding.
In another example of a “serious game,” the New England Climate Adaptation
Project engaged four coastal towns in Maine, New Hampshire, Massachusetts, and
Rhode Island in a participatory research project that tested science-based role-play
simulations to discuss potential mechanisms for adapting to climate change. This
project examined the effectiveness of such role-play simulations with the public to
adapt to issues like sea level rise or riverine flooding and prevent impacts to their
infrastructure, economy, water sources, and coastline (Susskind et al. 2015).
The New England project first focused on creating usable down-scaled information about climate risks and impacts specific for each community to present a clear
picture of current science. For each town, downscaled climate projections included
temperature, precipitation, sea level rise, and intense precipitation frequency.
Researchers then translated projections into a formal Summary Risk Assessment
that contained local risks and potential adaptation options (Susskind et al. 2015).
At the same time, researchers conducted multiple interviews to gather information about stakeholders, local awareness of climate impacts, and ideas for solutions.
Once assessments were completed, more than 500 people participated in role-play
simulations and workshops. The simulations used the results of local climate risks
and political dynamics specific to each community. Roles such as town planner,
business owner, and public works director were assigned to participants, who then
used the climate projections and public feedback to form responses and management plans (Susskind et al. 2015).
Post-event interviews and data indicated that many communities in coastal areas
are not ready or equipped to manage risks from climate impacts. The events also
showed several other key outcomes: increased community concern and support for
collective action in adapting to rising seas and flooded rivers; enhanced community
capacity to collaborate and empathize with each other; better social learning; and
catalyzed community action (Susskind et al. 2015; Rumore 2017). Participants indicated the value of custom climate projections for a community in obtaining grant
funding, engaging other communities, and developing local policy based on projected environmental conditions.
The use of such “serious games” allows people to respond to scenarios, try out
different outcomes, and build a sense of what could happen. Working with somewhat hypothetical scenarios and perhaps different roles than they might normally
have also allows participants to think about perspectives other than their own.
L. B. Fowler and R. T. Caccese
20.3.3 Serious Games
Another tool used to examine the FEW nexus are serious games. Serious games are
those that have a purpose other than just entertainment (MIT n.d.); see also Sect.
17.3.4 on immersive experiences. The use of in person or online games can help
people try scenarios, work with each other, and examine the multiple dynamics
involved with the FEW system. In one example where people could run different
scenarios of water allocation through an online allocation “game,” elected officials
who participated realized the need for more engagement of other elected officials
in local water supply decisions and the need for additional funding.
In another example of a “serious game,” the New England Climate Adaptation
Project engaged four coastal towns in Maine, New Hampshire, Massachusetts, and
Rhode Island in a participatory research project that tested science-based role-play
simulations to discuss potential mechanisms for adapting to climate change. This
project examined the effectiveness of such role-play simulations with the public to
adapt to issues like sea level rise or riverine flooding and prevent impacts to their
infrastructure, economy, water sources, and coastline (Susskind et al. 2015).
The New England project first focused on creating usable down-scaled information about climate risks and impacts specific for each community to present a clear
picture of current science. For each town, downscaled climate projections included
temperature, precipitation, sea level rise, and intense precipitation frequency.
Researchers then translated projections into a formal Summary Risk Assessment
that contained local risks and potential adaptation options (Susskind et al. 2015).
At the same time, researchers conducted multiple interviews to gather information about stakeholders, local awareness of climate impacts, and ideas for solutions.
Once assessments were completed, more than 500 people participated in role-play
simulations and workshops. The simulations used the results of local climate risks
and political dynamics specific to each community. Roles such as town planner,
business owner, and public works director were assigned to participants, who then
used the climate projections and public feedback to form responses and management plans (Susskind et al. 2015).
Post-event interviews and data indicated that many communities in coastal areas
are not ready or equipped to manage risks from climate impacts. The events also
showed several other key outcomes: increased community concern and support for
collective action in adapting to rising seas and flooded rivers; enhanced community
capacity to collaborate and empathize with each other; better social learning; and
catalyzed community action (Susskind et al. 2015; Rumore 2017). Participants indicated the value of custom climate projections for a community in obtaining grant
funding, engaging other communities, and developing local policy based on projected environmental conditions.
The use of such “serious games” allows people to respond to scenarios, try out
different outcomes, and build a sense of what could happen. Working with somewhat hypothetical scenarios and perhaps different roles than they might normally
have also allows participants to think about perspectives other than their own.
L. B. Fowler and R. T. Caccese
