Abstract

The aim of this study is to describe the development of an innovative planning tool to promote the knowledge and collaboration needed to overcome challenges in the sanitation sector. A serious game was designed to share knowledge about resource recovery and support attitude-change and collaboration between stakeholders. This study documents the co-design process of game development from conception based on a set of specifications the game should achieve, through iterative testing with relevant stakeholders as players. The resulting prototype of the game showed that it was not possible to include all the original desired specifications in the final game. Stakeholders found that the game was engaging, stimulated creativity and achieved its goal.

Highlights

  • Access to adequate sanitation is a basic human right that is recognized in the Sustainable Development Goal (SDG) 6 for Clean Water and Sanitation

  • Alongside the momentum created by the SDGs, there is a new paradigm emerging which focuses on achieving sustainable sanitation through resource recovery and making services available to all [2]

  • NITROGENIUS focuses on nitrogen flows [10], RELIEF CAMP MANAGER deals with provision of water and sanitation in disaster areas [11] and yet another game aims to engage social enterprises in sanitation provision [12]

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Summary

Introduction

Access to adequate sanitation is a basic human right that is recognized in the Sustainable Development Goal (SDG) 6 for Clean Water and Sanitation. The use of resource-recovering technologies is not yet widespread: uptake, implementation, and upscaling remain key challenges [3]. Achieving this paradigm shift will require knowledge development and cross-sectoral communication regarding possible sustainable service options for all; activities that can be supported through the development of tools for collaboration, knowledge sharing and planning [4]. Playing some of these games has shown effects on the intentions of players [12] and on strengthening of collaborative learning around complex socio-ecological systems [13]. The challenge is to keep it simple enough to make it playable [15]

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