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	<title>Micael Sousa - Ludogogy</title>
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	<description>Games-based learning. Gamification. Playful Design</description>
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	<title>Micael Sousa - Ludogogy</title>
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		<title>Co-creative Experiences &#8211; Serious Games for Spatial Planning</title>
		<link>https://ludogogy.professorgame.com/co-creative-experiences-serious-games-for-spatial-planning/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=co-creative-experiences-serious-games-for-spatial-planning</link>
					<comments>https://ludogogy.professorgame.com/co-creative-experiences-serious-games-for-spatial-planning/#respond</comments>
		
		<dc:creator><![CDATA[Micael Sousa]]></dc:creator>
		<pubDate>Fri, 18 Mar 2022 17:53:54 +0000</pubDate>
				<category><![CDATA[design process]]></category>
		<category><![CDATA[Collaboration]]></category>
		<category><![CDATA[Sustainability]]></category>
		<category><![CDATA[planning]]></category>
		<guid isPermaLink="false">https://ludogogy.co.uk/?p=6101</guid>

					<description><![CDATA[<p>It worked better than expected and was the seed that inspired my new adventures, including a workshop using more games to discuss environmental sustainability. <a class="mh-excerpt-more" href="https://ludogogy.professorgame.com/co-creative-experiences-serious-games-for-spatial-planning/" title="Co-creative Experiences &#8211; Serious Games for Spatial Planning">[...]</a></p>
<p>The post <a href="https://ludogogy.professorgame.com/co-creative-experiences-serious-games-for-spatial-planning/">Co-creative Experiences – Serious Games for Spatial Planning</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></description>
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<p>I´ve worked some years as an urban planning advisor for the Municipality of Leiria. In the beginning, it was very exciting because I believed we could deliver better results if citizens could participate in the ongoing decision-making processes. But, as time went by, this was not possible to achieve in practice. Some gatherings were not attended at all, while others ended in violent discussions with no concrete outcomes whatsoever. These results were very disturbing and demotivating for all.</p>



<div class="wp-block-image">
<figure class="aligncenter size-full"><img fetchpriority="high" decoding="async" width="567" height="319" class="wp-image-6104" src="https://ludogogy.co.uk/wp-content/uploads/2022/03/Picture2-1.jpg" alt="Workshop playing session during UrbanWins" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2022/03/Picture2-1.jpg 567w, https://ludogogy.professorgame.com/wp-content/uploads/2022/03/Picture2-1-300x169.jpg 300w" sizes="(max-width: 567px) 100vw, 567px" />
<figcaption>Figure 1: Workshop playing session during UrbanWins final meeting Brussels</figcaption>
</figure>
</div>



<h3 class="wp-block-heading">Inspiration from Commercial Games</h3>



<p>After leaving the job as an urban planning advisor, I went back to the university (University of Coimbra) to do a PhD in spatial planning. My thesis is about serious games. Since 2017 games are my work, either in analogue game design or serious game approaches. I came to think that games are the tools to deliver collaborative planning experiences. I believed it could be done because planning experiences are what many entertainment games provide. It should be possible to apply it to spatial planning. <strong><a href="https://boardgamegeek.com/boardgame/30549/pandemic" target="_blank" rel="noreferrer noopener">Pandemic</a></strong>, <a href="https://boardgamegeek.com/boardgame/209778/magic-maze" target="_blank" rel="noreferrer noopener"><strong>Magic Maze</strong></a><span style="font-size: revert; color: initial;">, </span><a href="https://boardgamegeek.com/boardgame/244992/mind" target="_blank" rel="noreferrer noopener"><strong>The Mind</strong></a><span style="font-size: revert; color: initial;"> and many other modern board games have inspired me. My mind was blown away after meeting Ekim Tan, Juval Portugali, and experiencing a game from the colleagues of Nova University in 2019. Games could implement the communicative rationality principles from Jürgen Habermas. We could engage participants, allowing them to express their claims and negotiate solutions while learning during the process. Would games like </span><a href="https://boardgamegeek.com/boardgame/123260/suburbia" target="_blank" rel="noreferrer noopener"><strong>Suburbia</strong></a><span style="font-size: revert; color: initial;"> and </span><strong><a href="https://boardgamegeek.com/boardgame/168435/between-two-cities" target="_blank" rel="noreferrer noopener">Between Two Cities</a></strong><span style="font-size: revert; color: initial;"> be useful? </span> </p>



<div class="wp-block-image">
<figure class="aligncenter size-full"><img decoding="async" width="567" height="319" class="wp-image-6105" src="https://ludogogy.co.uk/wp-content/uploads/2022/03/Picture4.png" alt="Playing Between Two Cities board game" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2022/03/Picture4.png 567w, https://ludogogy.professorgame.com/wp-content/uploads/2022/03/Picture4-300x169.png 300w" sizes="(max-width: 567px) 100vw, 567px" />
<figcaption>Figure 2: Playing Between Two Cities board game during a workshop about games and planning Lisbon: Nova University</figcaption>
</figure>
</div>



<p><a href="https://link.springer.com/chapter/10.1007/978-3-030-37983-4_6" target="_blank" rel="noreferrer noopener"><strong>Analogue games</strong></a><span style="font-size: revert; color: initial;"> (board, card, dice and so on) are special. These games lack automatization, which in turn leads to higher <strong><a title="What is Player Agency in Games?" href="https://ludogogy.co.uk/article/what-is-player-agency/" target="_blank" rel="noreferrer noopener">player agency</a></strong>. The game systems are more transparent, being more adaptable. Learning from modern board game designs is useful to understand how to build games that simulate complex realities while being engaging. </span><strong>Eurogames</strong><span style="font-size: revert; color: initial;"> build strong game economies, and </span><strong>American games</strong><span style="font-size: revert; color: initial;"> (known as “Ameritrash”) explore <strong><a title="Narrative design for games" href="https://ludogogy.co.uk/reading_list/narrative-design-for-games/" target="_blank" rel="noreferrer noopener">narratives</a></strong> in meaningful ways. Learning from these two design trends help develop serious games, adapting to the necessary goals and targetting players.</span></p>



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<h3 class="wp-block-heading">The Outcomes the Games must Achieve</h3>



<p>But developing games is not easy, and serious games are no exception. Serious games must be engaging and achieve objectives beyond fun. In the case of collaborative planning, the games should incentivize participation while delivering meaningful collective decisions. Players should freely participate, express themselves, learn, negotiate, and assume the game results as their own. If well done, plans can emerge and represent tangible decisions about what to do in a territory. The uncertainty and agency games generate fits in the urban complexity approach. Multiple agents plan and interact, having different power, resources, and knowledge. They can plan and shape a territory, individual or collectively. I tested <strong><a href="https://www.frontiersin.org/articles/10.3389/fcomp.2020.00037/full" target="_blank" rel="noreferrer noopener">my first game</a></strong> in 2019. Play happened during a class about regional and urban planning at Polytechnic of Leiria. The experience generated a paper about how to combine game components and mechanisms to deliver a playable experience over a <em>Google</em> map. This experience also explored design thinking processes. The game incentivized students to explore the territory and define solutions for the issues at stake. In this case, the goal was to support traditional commerce in the city centre. Decision-making was collaborative, emerging from the game rules and <a href="https://ieeexplore.ieee.org/document/9619055"><strong>mechanisms</strong></a>.</p>



<div class="wp-block-image">
<figure class="aligncenter size-full"><img decoding="async" width="563" height="314" class="wp-image-6106" src="https://ludogogy.co.uk/wp-content/uploads/2022/03/Picture5-1.jpg" alt="Collaborative planning game over a Google map" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2022/03/Picture5-1.jpg 563w, https://ludogogy.professorgame.com/wp-content/uploads/2022/03/Picture5-1-300x167.jpg 300w" sizes="(max-width: 563px) 100vw, 563px" />
<figcaption>Figure 3: Collaborative planning game over a Google map Leiria: Polytechnic of Leiria</figcaption>
</figure>
</div>



<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="564" height="297" class="wp-image-6107" src="https://ludogogy.co.uk/wp-content/uploads/2022/03/Picture6-1.jpg" alt="Design thinking session after playing games" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2022/03/Picture6-1.jpg 564w, https://ludogogy.professorgame.com/wp-content/uploads/2022/03/Picture6-1-300x158.jpg 300w" sizes="auto, (max-width: 564px) 100vw, 564px" />
<figcaption>Figure 4: Design thinking session after playing games Leiria: Engineer School from Polytechnic of Leiria</figcaption>
</figure>
</div>



<h3 class="wp-block-heading">Collaborative Planning in Games</h3>



<p><span style="font-size: revert; color: initial;">Collaborative planning demands many skills from participants. Games require many of the same skills. This skills approach was tested in another experience at the city of Coimbra. This time the process was different, following game modding. It departed from two similar previous tests. In the first, </span><a href="https://ieeexplore.ieee.org/document/9125261" target="_blank" rel="noreferrer noopener"><strong>transport games</strong></a><span style="font-size: revert; color: initial;"> helped engineering students dealing with transport networks. In the second, MBA students played a </span><strong><a href="https://www.scopus.com/record/display.uri?eid=2-s2.0-85110832100&amp;origin=resultslist&amp;sort=plf-f&amp;featureToggles=FEATURE_NEW_DOC_DETAILS_EXPORT:1" target="_blank" rel="noreferrer noopener">modified version</a></strong><span style="font-size: revert; color: initial;"> of </span><a href="https://boardgamegeek.com/boardgame/27833/steam" target="_blank" rel="noreferrer noopener"><strong>Steam</strong></a><span style="font-size: revert; color: initial;"> to define optimal shortest paths. At Coimbra, players participated in a meeting to define a common goal agenda for the academic culture and sports activities. I challenged them to play a </span><a href="https://journal.seriousgamessociety.org/~serious/index.php/IJSG/article/view/405" target="_blank" rel="noreferrer noopener"><strong>sequence of games</strong></a><span style="font-size: revert; color: initial;">, aiming to identify the requisites that would help them collaborate more in the future. Games like </span><a href="https://boardgamegeek.com/boardgame/247694/team3-pink" target="_blank" rel="noreferrer noopener"><strong>Team3</strong></a><span style="font-size: revert; color: initial;">, </span><a href="https://boardgamegeek.com/boardgame/209778/magic-maze" target="_blank" rel="noreferrer noopener"><strong>Magic Maze</strong></a><span style="font-size: revert; color: initial;">, </span><strong><a href="https://boardgamegeek.com/boardgame/46213/telestrations" target="_blank" rel="noreferrer noopener">Telestrations</a></strong><span style="font-size: revert; color: initial;"> engaged participants in identifying key concepts, such as communication, trust, shared power and knowledge to ideate collective projects.</span></p>



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<h3 class="wp-block-heading">Unexpected Consequences of Using Games for Learning</h3>



<p>But simply using games is not a magic solution. During the experiences, it was evident that teaching the games and supporting doubts during gameplay is mandatory. Modern board games are not known to the masses. The questionnaires for each session showed that 10% or less of the participants knew any of these games. Sometimes more than 90% of the participants had never heard of <a href="https://boardgamegeek.com/boardgame/13/catan" target="_blank" rel="noreferrer noopener"><strong>Catan</strong></a>, <a href="https://boardgamegeek.com/boardgame/822/carcassonne" target="_blank" rel="noreferrer noopener"><strong>Carcassonne</strong></a>, <a href="https://boardgamegeek.com/boardgame/9209/ticket-ride" target="_blank" rel="noreferrer noopener"><strong>Ticket to Ride</strong></a>, <a href="https://boardgamegeek.com/boardgame/230802/azul" target="_blank" rel="noreferrer noopener"><strong>Azul</strong></a>, <a href="https://boardgamegeek.com/boardgame/178900/codenames" target="_blank" rel="noreferrer noopener"><strong>Codenames</strong></a>, or other popular modern games. Even when players understood how to play the games, the results were often not what the game facilitator expected. During a game about network planning, the players deliberately created their network not to be efficient but to block other players, just for fun. This unexpected result is a problem. Without debriefing that clarifies the purposes of the games and how players approached the games, playing can have opposite effects from what was desired. This need to deal with uncertainty and establish an interactive and collective learning flow is why debriefing and complementing the game activities is essential to build serious games. Behaviour analysis and addressing other topics related to the issues at stake is necessary.</p>



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<h3 class="wp-block-heading">The Challenges of Serious Games Design and Facilitation</h3>



<p>Using games is challenging. Adopting and building a framework to use games beyond entertainment successfully is not easy. We can transform entertainment games into serious games or create them from scratch. In each case, mastering game design is necessary. Although this might seem obvious, in practice, this might not occur. There are examples of serious games and gamification developed without this game design expertise background. Who’s to blame? Despite games being as old as civilization itself, learning about serious game design is not easily accessible. Some books exist, but they are not enough, considering the challenge at stake. And most of the available literature aims directly at digital games. All games share some design traits, independently of the platform. Therefore, authors like Tracy Fullerton, Brenda Brathwaite, Lewis Pulsipher, Ethan Ham, and others recommend going analogue. Even for videogame development, learning how to prototype with tabletop games is useful. Of course, there are differences, and each platform fits better in some contexts than others. In my case, analogue games are perfect for fostering collaboration experiences. When participants agree to play a face-to-face game together, collaboration happens naturally.</p>



<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="565" height="321" class="wp-image-6108" src="https://ludogogy.co.uk/wp-content/uploads/2022/03/Picture7.jpg" alt="Analogue serious game prototyping early stage" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2022/03/Picture7.jpg 565w, https://ludogogy.professorgame.com/wp-content/uploads/2022/03/Picture7-300x170.jpg 300w" sizes="auto, (max-width: 565px) 100vw, 565px" />
<figcaption>Figure 5: Analogue serious game prototyping early stage</figcaption>
</figure>
</div>



<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="545" height="307" class="wp-image-6109" src="https://ludogogy.co.uk/wp-content/uploads/2022/03/Picture8.jpg" alt="Analogue serious game prototyping ongoing process" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2022/03/Picture8.jpg 545w, https://ludogogy.professorgame.com/wp-content/uploads/2022/03/Picture8-300x169.jpg 300w" sizes="auto, (max-width: 545px) 100vw, 545px" />
<figcaption>Figure 6: Analogue serious game prototyping ongoing process</figcaption>
</figure>
</div>



<h3 class="wp-block-heading">Getting Inputs from Non-players</h3>



<p>There are many forms of collaboration happening in games. But can the game foster collaboration even when people are not playing it? Inviting stakeholders to a collaborative planning game does not lead to effective participation. No one can guarantee that participants will attend and be engaged. Prejudices about games are real. And some individuals require seeing an activity and understanding it fully before participating. So, we cannot force people to play serious games. But we should not waste valuable inputs from those not playing either. This balance is not easy in practice. However, analogue games provide some solutions. Playing physical games with pieces and components, where we can see people interacting, is like a performance. If the dynamic is watchable, it can be engaging, depending on the game played. A recently published paper addressed this phenomenon. During a conference about transport sustainability, I invited the audience to<strong> <a href="https://journals.sagepub.com/doi/10.1177/10468781211073645" target="_blank" rel="noreferrer noopener">play a fast game</a></strong> (less than 30 minutes).</p>



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<h3 class="wp-block-heading">Real Play must be Voluntary</h3>



<p>Attendants could come to the stage to play the game. The game challenged them to define the local transport system by laying coloured strings over a map. The available strings represented different modes of transport . This dynamic and game set-up did not force the attendants to participate. Those more timid or suspicious were incentivized to watch first before participating. They could comment and suggest what to do, influencing the actual players. Planning experts and elected officials were the most engaged in participating in the game without playing directly. By doing this, attendants participated in the game. Collaboration happened without requiring all attendants to play directly. The analogue nature of this game allowed to adapt the game in real-time to the number of players available to play. Currently, I am working on another fascinating serious game to address urban security. In Urbsecurity (Urbact), I have been developing a methodology where the participants, through a gamified process, helped me in co-creating a game that is a decision-making tool. Although not yet finished, some positive results were achieved for this method when applied in cities like Leiria, Coimbra, and Viana do Castelo (Portugal).</p>



<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="567" height="319" class="wp-image-6111" src="https://ludogogy.co.uk/wp-content/uploads/2022/03/Picture10.jpg" alt="Councilors from the Municipality of Leiria playing the UrbSecurity serious game" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2022/03/Picture10.jpg 567w, https://ludogogy.professorgame.com/wp-content/uploads/2022/03/Picture10-300x169.jpg 300w" sizes="auto, (max-width: 567px) 100vw, 567px" />
<figcaption>Figure 8: Councilors from the Municipality of Leiria playing the UrbSecurity serious game Leiria: City Council</figcaption>
</figure>
</div>



<h3 class="wp-block-heading">Games are a Surprising Experience to New Players</h3>



<p><span style="font-size: revert; color: initial;">What surprised me the most in these last few years was the game&#8217;s potential to be applicable for almost everything, </span><a href="https://ieeexplore.ieee.org/document/9507250" target="_blank" rel="noreferrer noopener"><strong>even online</strong></a><span style="font-size: revert; color: initial;">. And modern board games have this potential also. Consumers are still massively unaware of these games. This one is the reason why they can be so impactful. People are not expecting the kind of experiences new games provide. When we invite casual players to play a cooperative game like Pandemic, they are usually astonished. Adults are used to considering games as childish activities, especially board games. They ignore that there are many different games. Most people never consider that their <strong><a title="Andrzej Marczewski’s Hexad of Player Types" href="https://ludogogy.co.uk/andrzej_marczewski/">personality and personal preferences</a></strong> define what type of games they enjoy. Games are not all the same. Understanding player profiles is a key factor for the success of games.</span></p>



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<p><span style="font-size: revert; color: initial;">It might seem surprising, but I also deal with game-based learning and serious games for health. In projects like </span><a href="https://www.facebook.com/Gym2BeKind-Academia-do-Conhecimento-100995255104257/" target="_blank" rel="noreferrer noopener"><strong>Gym2beKind</strong></a><span style="font-size: revert; color: initial;">, health students learn how to use and develop serious games to develop </span><a href="https://dl.acm.org/doi/10.1145/3486011.3486525" target="_blank" rel="noreferrer noopener"><strong>soft skills</strong></a><span style="font-size: revert; color: initial;"> and </span><a href="https://dl.acm.org/doi/abs/10.1145/3486011.3486526" target="_blank" rel="noreferrer noopener"><strong>specific therapeutics</strong></a><span style="font-size: revert; color: initial;"> and healthcare. Along my journey, games helped me support </span><a href="https://www.webofscience.com/wos/woscc/full-record/WOS:000652015800081?SID=C334wkHhSOvhY18pdo6" target="_blank" rel="noreferrer noopener"><strong>brainstorming sessions</strong></a><span style="font-size: revert; color: initial;"> also.</span></p>



<div class="wp-block-image">
<figure class="aligncenter size-full"><img loading="lazy" decoding="async" width="567" height="319" class="wp-image-6103" src="https://ludogogy.co.uk/wp-content/uploads/2022/03/Picture12.jpg" alt="health students developing serious games during Gym2bekind project" srcset="https://ludogogy.professorgame.com/wp-content/uploads/2022/03/Picture12.jpg 567w, https://ludogogy.professorgame.com/wp-content/uploads/2022/03/Picture12-300x169.jpg 300w" sizes="auto, (max-width: 567px) 100vw, 567px" />
<figcaption>Figure 9: Health students developing serious games during Gym2bekind project Leiria: Health School from Polytechnic of Leiria</figcaption>
</figure>
</div>



<p>Games provide us means to enter the magic circle, and we can do it collectively, having fun and achieving serious goals simultaneously. I could not be happier when dealing with games and sharing game-based approaches. It feels like magic come true!</p>



<p>This article summarises a study carried out by Micael Sousa et al. You can read the full paper <a href="https://journals.sagepub.com/doi/10.1177/10468781211073645" target="_blank" rel="noopener"><strong>F</strong><strong>ast Serious Analogue Games in Planning: The Role of Non-Player Participants</strong></a> in Simulation &amp; Gaming, Sage Journals</p><p>The post <a href="https://ludogogy.professorgame.com/co-creative-experiences-serious-games-for-spatial-planning/">Co-creative Experiences – Serious Games for Spatial Planning</a> first appeared on <a href="https://ludogogy.professorgame.com">Ludogogy</a>.</p>]]></content:encoded>
					
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