Transition Read #5 PLAYING WITH SCIENCE How to turn an agent-based model into a game that supports system thinking? When do we stop playing? As a child, play was as essential to our development as food or water. We explored our world and relationships through play – travelling to imaginary lands and effortlessly through time, testing new perspectives through role play, making friends and negotiating relationships, learning how to deal with social order, conflict and obstacles. Somewhere on the path to adulthood, play – for most of us - starts to take a backseat to other forms of social engagement and interaction until it almost disappears completely. e From understanding to interactive learning “The city that plays together, stays together.” - Julian Baggini, journalist Luckily we’ve seen a delightful trend of reversal in cities all over the world: the reintroduction of play in the public realm. Artists, performers, urban designers, and even city governments have started to re-introduce the mechanisms of play – both physical and intellectual - to encourage people to interact and engage with one another. There have been a wide range of interventions all over the world, from interactive art installations, like Candy Chang’s seminal “I Wish This Was...” community engagement project in New Orleans, to temporary space changes, like a street length Park and Slide in downtown Bristol, England, to tests, like the Piano Stairs in Stockholm, Sweden, to see how elements of play can influence or change people’s behaviour. The ARTS project, a 3-year research project examining how sustainability transitions can be accelerated to encourage the change necessary to be a sustainable, low-carbon society, also explored how play can be used as a method to accelerate change. Project researchers developed a “serious game” for transition initiatives and government officials to play – optimally, together - to help them better understand the mechanisms of sustainability transition and how to best develop strategies for acceleration. Ultimately, the game is intended to be a support tool for policy discussions – and a fun way to talk about sometimes tedious or intellectually challenging issues. A “serious game” is a game designed for a purpose other than pure entertainment. They are used for education and awareness raising in a range of fields, including military training, health care or city planning. But just because it is a “serious game” doesn’t mean that it isn’t fun to play. The (computer) models behind the scenes The game developed as part of the ARTS project is a multi-player role playing game that uses a computer model to evaluate player-generated scenarios. It can be played by teams up to 10 people, accompanied by a facilitator who has experience with modelling and – preferably – a good understanding of the transition acceleration mechanisms identified by the ARTS project. So how do you play the ARTS game? The objective of the game is for each transition initiative team to accelerate change in their city-region, while at the same time strengthening their own position. 2 e They can achieve their goal with (or without) collaboration among initiatives, and with (or without) the help of the supporting institutions. Each session starts with the introduction by the facilitator to explain the models on which the game is built. Two models were developed by the ARTS research team to capture transition acceleration dynamics: • a qualitative Single Transition Initiative Model (STI), used to illustrate complex relationships within the city-region system, and • a quantitative Multiple Transition Initiative Model (MTI), used to simulate the impact of different choices made by transition initiatives operating within this system. The STI is a simplified Causal Loop Diagram (CLD) that illustrates the main relationships of one transition initiative with its environment, made up of other initiatives and the city-regional context. To do that, it builds upon the five acceleration mechanisms identified as part of the ARTS research. The CLD shows e.g. how different choices transition initiatives make affect the number of people each initiative can reach and identifies positive or negative feedback loops. 3 e Causal Loop Diagram used by the Single Transition Initiative model What is an AgentBased Model? The MTI model is an agent-based model, where each agent represents an individual initiative. The MTI model essentially takes the STI model and adds the interactive element, asking the following questions: ● under which conditions are transition initiatives likely to interact? ● what are the different ways of interacting? ● what happens as a result of these interactions? The interactive model simulates what may happen when a transition initiative makes a series of choices, considering that other actors active in this environment (e.g. other transition initiatives or a local government) make their own choices too. Agent-based models consist of agents that interact within an environment. Agents are either separate computer programs or, more commonly, distinct parts of a program that are used to represent social actors – individual people, organizations such as firms, or bodies such as nation states. They are programmed to react to the computational environment in which they are located, where this environment is a model of the real environment in which the agents operate. (Source: Gilbert, N., and Troitzsch, K. G. (2005). Simulation for the Social Scientist (2nd edition). Open University Press. Berkshire, UK) Both models were developed using empirical research from the ARTS project, but they both have been simplified so that the game doesn’t get bogged down in theoretical detail and take too much time to understand and play. This was one of the biggest challenges for researchers: determining how much information to provide. It has to be simple enough to be accessible to people with no modelling experience without “dumbing down” the inherent complexity of the model. 4 e Teams, roles and activities Once the facilitator introduces the idea of a system represented by a model, explaining how different types of actors, activities and relationships between them, the real game can begin. Participants are divided into teams – each with an access to a separate laptop – representing different transition initiatives and institutions that support them, such as local governments or community development organisations. Each team receives a role description outlining their aims and possible choices, as illustrated by the examples below. The facilitator informs each team of their starting situation, e.g. the number of members and users or the amount of financial resources and time available. Extract from a role description card: City Park Initiative CITY PARK Establis hed Transition Initiative ABOUT YOUR INITIATIVE Your initiative manages a city-park, promoting environmental awareness and engagement. Your initiative acts as an umbrella organization for other nature-based initiatives, amongst others by offering demo-sites. STATUS AND AIMS • Consolidate success • Reach out to people ‘outside the sustainability bubble’ Your initiative has been doing quite well over the past years. You reached a high number of users and have a high visibility. You are well organised and have quite a reasonable amount of resources and manpower available to undertake various activities. Your first aim is to maintain this status quo. Yet, you feel your impact on society could be greater. Your activities have up till now primarily reached ‘green’ people with already sustainability oriented values and beliefs. Therefore your second aim is to reach out to people ‘outside the sustainability bubble’, creating awareness among people who are generally not so involved with the issue of sustainability. 5 e Extract from a role description card: Supporter SUPPORTER As a municipality, you are strongly committed to the transition to a sustainable, low-carbon society. In your city-region there are a number of local initiatives with the potential to contribute to this transition. However, their impact remains limited. Therefore, your aim is to stimulate and support these local initiatives in such a way that the transition to a low-carbon society is accelerated. YOUR OPTIONS To reach your goals, you may consider the following options: • Distribute grants • Support professionalisation of local initiatives • Create supportive policies and infrastructure Once the roles are clear, each transition initiative team receives a set of 5 cards representing different activities in which they can choose to invest their resources (financial and members time). These are e.g. general awareness raising, professionalisation of the initiative’s operations or fundraising. There are also 2 extra cards: coupling/partnering and lobbying. The partnering card makes it possible to carry out some of the activities together with other initiatives but their willingness to cooperate is not guaranteed. The lobbying card allows the initiative to ask for different types of support but it is up to supporters to decide whether this request can be granted, depending on the competition and resources available. This uncertainty makes the decision whether to engage in lobbying or partnering a strategic choice that needs to be carefully considered. 6 e Extract from an activity card: Fundraising FUNDRAISING Activity Card You are applying for a grant from external resources (national, regional, EU level). OPPORTUNITIES You may collect funds to be used for future activities. Keep in mind that your chances are higher if you have higher organisational skills. RISKS Fundraising is always a lottery and you might return emptyhanded. TIME COST: 15 MONEY COST: 5 Extract from an activity card: Outreach OUTREACH Activity Card This activity increases your visibility. OPPORTUNITIES If you become visible to potential users and members, you may increase your membership and user base. RISKS If the problem perception in your city-region is low, the effect of increasing visibility of your initiative remains limited. TIME COST: 10 MONEY COST: 10 7 e And then it gets complicated After every round, the facilitator inputs the activities of all players into the MTI computer model and the model simulates the consequences of those choices. The results can be monitored by each team thanks to an online dashboard that updates after each round the number of members and users, the amount of resources available, as well as level of organisational skills and the degree to which policy and infrastructure are supportive to the initiative’s goals. The live feedback is very important as it lets the teams adjust their strategies as the game progresses. Each team can play up to 2 cards in every round, e.g. partnering and outreach meaning that the initiative decides to convince other initiatives to engage in joint outreach activities. These choices are also reflected in a set-up of the room where the game is played, with special tables dedicated respectively to partnership discussions and individual meetings with supporters. This part is really the heart of the game, illustrating how our choices interrelate with those of others. Demonstrating how success of one initiative depends on the decisions made by others is one of the key aims of the game. For instance, it became apparent that some initiatives that focus on promoting themselves in order to attract more supporters depend on other initiatives that invest in raising general sustainability awareness and in this way prepare the ground for more focused campaigns. Sample dashboard: this is what each team can see after every round 8 e The game usually continues for a few rounds, including a short debrief after each of them and a longer one at the end, with a whole session lasting ideally around 3 hours. During a debrief, the facilitator discusses the choices made by the players and the results of the simulation, asking them to relate it to their real-life experience. Testing the game with ARTS regions The research team has tested the game with five different groups in four of the ARTS regions (Dresden, Genk, Stockholm and Brighton). The groups consisted of a mix of participants representing transition initiatives, local governments, and academic institutions – all of whom had experience and/or an interest in sustainable transition, but not necessarily in modelling. The researchers tweaked the game a little after each session to improve the presentation and flow of the game as well as to reflect on the different regional conditions. However, the changes were minimal and the game has largely stayed in its original format. The team distributed a questionnaire to gather feedback about the session and learn how the process can be improved. The overwhelming majority of participants found the game to be fun and interesting. Over 4/5 of the participants found it to be somewhat realistic, with no one claiming it to be either completely realistic or unrealistic. On the other hand, it is important to understand that quantitative models like the one powering the ARTS game can only really be used to facilitate a discussion about system behaviour and the potential for change in different city-regions. They do not predict the future; they can only make educated guesses about what might happen under certain conditions. “Overall, it was an interesting learning experience. The game shows that the actions of individual transition initiatives impact the system as a whole.” Player feedback The power of the tool is to use the concept of the game to educate and facilitate productive discussions about accelerating transitions, particularly if there is a diverse pool of players from public, private, and civil society, which may lead to policy changes, stronger connections, and brainstorming new ideas. Most participants were comfortable or somewhat comfortable playing the game, but one or two people found it uncomfortable. This was related to the necessity to digest relatively complex information related to the model, hence the step-by-step visual presentation of the causal loop diagram (even if the information is also included in the activity cards). The researchers’ experience and participants’ feedback show that the presentation of the game is crucial for maximising its learning potential. Bearing in mind the limited time usually available for such workshops, engaging a group of people relatively new to the matter in a discussion on 9 e Therefore, even more effort needs to be put into the streamlining of game design, including introduction, debriefing, and reflection. It seems that in order to enhance its potential for engagement, the game should be made simpler, more intuitive and preferably less computer-based. On the other hand, this poses a question of balance, of how to make it user-friendlier while still covering the dynamics of acceleration in a sufficiently thorough way. However, with good facilitation, the current version of the game can offer a number of valuable insights to the participants. Already the experience of collective learning about system dynamics can be inspiring to local actors. The multi-player setting offers an interesting contrast to the way most initiatives develop their future strategies. Working alone and using “static” tools such as stakeholder mapping, a single initiative is not able to respond in real time to the changing strategies of other actors. By inviting different local stakeholders to the same room and engaging them in a collective planning process, even if only in a fictitious context created by the game, the ARTS researchers seeked to create a personal experience of being part of a system. “The game helps to reflect on developments over time and the order in which certain activities are best carried out, e.g. whether to first invest in professionalisation and fundraising and only afterwards adopt a growth strategy” Player feedback The discussions in between the rounds and after the game raised a number of questions related to the strategies of individual actors and their system-wide impact. One of the commonly raised dilemmas was a choice between strengthening the organisation, e.g. through investing in professionalisation, and growing the user base through outreach activities. This reflects a tension between alternative acceleration strategies focusing on fast but possibly risky growth patterns versus slower but probably more sustainable growth. Another recurring topic was the question of collaboration between transition initiatives and supporters such as local or regional governments. In many sessions this cooperation seemed difficult, to a certain extent reflecting real-life dynamics. Observing those difficulties during a game session triggered discussions on how they might be overcome so that the effectiveness of support can be enhanced. To play or not to play? The ARTS game was an experiment that combined primary research and theory and put it into practice to provide a proof of concept. The result was a rudimentary – but engaging – way to educate policy makers, practitioners and citizens about systems thinking and sustainability transition and how it can be effectively scaled and accelerated in cities, 10 e with ample of opportunities to be further improved and get more out of its potential. The 3 main benefits of using the game as part of local reflection process can be summarised as follows: ● introduction to systems thinking, allowing the participants to focus on relationships and possible interdependencies between different actors or elements relevant for the regional context, ● possibility to verify existing assumptions (e.g. that growing number of members translates to stronger impact) and test strategies, forcing the participants to ask new questions and reflect upon them as a community, ● opportunity to bring key actors together in an attractive, informal setting, providing space for interaction and building trust (especially as the game can revolve around fictitious challenges, temporarily taking away the focus from the current ones). However, in order to make the most out of the game’s potential, a further development would be beneficial. The ARTS research team will make the simulation model and all game materials available online so that anyone willing to test or further develop the game can contribute to this project. The main issue when it comes to working with models is always to manage the expectations. Those who expect plug and play oracle that gives clear yes or no answers will inevitably be disappointed. The beauty of models lies in their ability to force us to question our assumptions, to keep asking “what if” and to acknowledge that the right answer changes with the parameters we set. All these qualities become even more valuable when experienced collectively, in a playful and informal setting. Discussing “what if” with a group people who can work alongside you to make this desired future a reality – this is what the ARTS game was all about. Game on! This Transition Read was based on the following papers: 11 • Pieter Valkering, Gonenc Yücel, Ernst Gebetsroither-Geringer, Karin Markvica, Dorukhan Sergin, Leen Gorissen, Erika Meynaerts (2016). Accelerating transition dynamics in city-regions: a qualitative modelling perspective. Paper presented at the 7th International Sustainability Transitions (IST) Conference, Wuppertal, Germany, 6-9 September 2016. • Ernst Gebetsroither-Geringer, Karin Markvica, Pieter Valkering, Gonenc Yucel, Dorukhan Sergin (2016). Understanding acceleration transition dynamics supported by the use of models within a participative learning environment. Paper presented at the 7th International Sustainability Transitions (IST) Conference, Wuppertal, Germany, 6-9 September 2016. itle
© Copyright 2025 Paperzz