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Simulation and Gaming for Policy Advice

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Abstract

This chapter aims at extending the policy advisor’s toolbox, by presenting the potential of serious games to support the whole spectrum of advisory and analytical processes behind public policymaking. Serious games are structured and interactive exercises, reproducing the elements of reality, within a set of rules, wherein participants individually, or collectively, organize and act to solve a dilemma and experience the effects of their actions through a feedback mechanism, built deliberately into and around the game. The lessons learned (both individual and social) are transferrable to the world outside the game. ‘Multilogue’, the unique ‘simultaneous dialogue of multiple actors in pursuit of a greater understanding of the topic at hand’ (Duke, Richard D. Gaming the future’s language. New York: Sage, 1974), takes place both during the game and the debriefing afterwards, and constitutes a crucial feature of the advisory potential of gaming.

Starting with a brief sketch of the origins and development of serious games, the chapter moves on to their potential as advisory tools, supporting various stages of policymaking processes, as well as educational devices, enhancing the broader quality of advisory systems and processes. It concludes with an introduction of the basic principles of a design methodology for serious games.

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Notes

  1. 1.

    For a more elaborate picture of the definition challenges, see Mayer et al. 2014.

  2. 2.

    The gamification approach has already been widely used in marketing and health and increasingly attracts the attention of policymakers. The mechanics of gamification and its potential use in the public sector is well illustrated by the example of a campaign in Sweden, which introduced a speed camera lottery to reward drivers who stayed within the speed limit, with the intention of using ‘the mixture of fun and competition’ to influence behaviour (Chambers 2015).

  3. 3.

    Our way of talking about serious games in advisory contexts has been inspired and influenced by the approach of Bots and van Daalen (2007) and Mayer et al. (2013), who have described policy analysis via a hexagonal model and apply metaphors and vivid comparisons to talk about the various functions games can fulfil. Expressing our gratitude for this inspiration, we also try to capture the potential roles of games in the forms of metaphor and comparison.

  4. 4.

    More simulations of this type can be found at https://www.crossroads.org.hk/home/our-work/international/x-periential-simulations-of-need/, Crossroads Foundation 2016a, 2016b.

  5. 5.

    Available at http://www.gamesforchange.org/play/half-the-sky-movement-the-game/

  6. 6.

    For an overview, see Shaw 2010.

  7. 7.

    Jane McGonigal even predicts that a game developer will win the Nobel Peace Prize in the next 25 years. On the other hand, some game-based mechanisms are used on a number of extremist and terrorism-related sites in order to increase loyalty and engagement, as well as to promote a certain ideology.

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Correspondence to Jagoda Gandziarowska-Ziołecka .

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Gandziarowska-Ziołecka, J., Stasiak, D. (2017). Simulation and Gaming for Policy Advice. In: Falk, S., Glaab, M., Römmele, A., Schober, H., Thunert, M. (eds) Handbuch Politikberatung. Springer Reference Sozialwissenschaften. Springer VS, Wiesbaden. https://doi.org/10.1007/978-3-658-07461-6_72-1

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