Abstract

Scientists increasingly cross their disciplinary boundaries and connect with local stakeholders to jointly solve complex problems. Working with stakeholders means higher legitimacy and supports practical impact of research. Games provide a tool to achieve such transdisciplinary collaboration. In this paper, we explore the use of a game in a participatory project where scientists and local stakeholders are seeking and defining a joint problem. The literature is clear that this step is essential but remains short on concrete methods. Here, we explore this potential in practice. We conducted parallel participatory processes in two alpine regions considered as socio-ecological system (SES) in Switzerland and France, both vulnerable to global change. Based on these two case studies, we co-constructed a game, integrating scientific concerns about key land use, climate change and socio-economic elements of a mountain SES (tourism, agriculture, housing and demography). With the game, we assessed the existence of joint problems connecting scientific and local interests. The game successfully engaged participants at both sites over 11 game sessions, showing potential of use in other transdisciplinary settings. By covering a wide array of issues, the game created a discussion space for listing problems and identifying where scientist and stakeholder interests overlap. In Switzerland, the game revealed no pressing joint problem to be addressed. In France, game sessions revealed, among other problems, an enduring and complex issue regarding the co-existence of inhabitants and powerful institutions. Having demonstrated the capacity of this game for joint-problem assessment, we believe other participatory research in similar SES could benefit from an early use of such an approach to frame the potential for collaboration.

Highlights

  • Since Duke’s key book “Gaming: the future’s language” (Duke 1974), games are seen as one way to explore, learn and eventually solve complex and wicked problem

  • We detail our analysis of the observation and debriefing of game sessions leading to: (1) the ranking of key issues and (2) the potential identification of joint problems between scientists and stakeholders

  • From our experience, the use of this game for joint problem identification remains limited by three main factors

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Summary

Introduction

Since Duke’s key book “Gaming: the future’s language” (Duke 1974), games are seen as one way to explore, learn and eventually solve complex and wicked problem. Games are relevant to deal with uncertainty and a plurality of actor perspectives (Klabbers 1996). They have been used in education (Garcia et al 2016; Wouters et al 2009), natural resource management (Etienne 2013), urban planning (Poplin 2011), climate adaptation (Flood et al 2018) and many other fields. Games can be used as a boundary object (Star and Griesemer 1989) to facilitate the discussion among a diversity of stakeholders and eventually

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