At the science - policy interface there are several reasons to combine models with the participatory process to facilitate the complex policy making process but the communication of the two sides is often too hard to generate any meaningful results. In this paper we argue that to close the communication gap the rationale of the Meta - rule of complex policy making needs to be comprehended and coped with. Gaming as a participatory method can be used to organize the combined process. Through the literature review we summarize the principles of gaming and use them to analyze an empirical case where stakeholders participated in a water policy making process. A computer model called the Planning Kit Blokkendoos (PKB, in English: Box of Blocks) was used here to support the participatory process and is claimed to have had a marked impact on the complex policy making process. We conclude that the PKB tool provided the stakeholders with significant 'room to play' with the various policy alternatives and interweaved with the policy process.
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Cities are becoming increasingly vulnerable to climate change, and there is an urgent need to make them more resilient. The Climatescan adaptation tool www.climatescan.nl is applied as an interactive tool for knowledge exchange and raising awareness on Nature-Bases Solutions (NBS) targeting young professionals in ClimateCafes. Climatescan is a citizen science tool created through ‘learning by doing’, which is interactive, open source, and provide more detailed information on Best Management Practices (BMPs) as: exact location, website links, free photo and film material. BMPs related to Innovations for Climatic Events (INXCES) as stormwater infiltration by swales, raingardens, water squares, green roofs subsurface infiltration are mapped and published on social media. Climatescan is in continuous development as more data is uploaded by over 250 people around the world, and improvements are made to respond to feedback from users. In an early stage of the international knowledge exchange tool Climatescan, the tool was evaluated by semi-structured interviews in theClimatescan community with the following result: stakeholders demand tools that are interactive, open source, and provide more detailed information (location, free photo and film material). In 2016 Climatescan (first stage of INXCES) was turned into an APP and within two years the tool had over10,000 users and more than 3,000 international projects. More than 60% of the users are younger than 34 and 51% of users are female, resulting in engagement with an important target group: young professionals. The tool is applied in Climatecafe.nl around the world (The Netherlands, Sweden, Philippines, Indonesia, South Africa) where in a short period of time stakeholders in triple helix context (academia, public and private sector) work on climate related challenges and exchange their knowledge in a café setting. Climatescan has also been used in other water challenges with young professionals such as the Hanseatic Water City Challenge and Wetskills. During the INXCES project over 1000 BMPs related to Innovations for Climatic Events (INXCES) are mapped inall partner countries (figure 1). The points of interest vary from just a location with a short description to a full uploaded project with location, description and summary, photos and videos, presentations, links to websites with more information and scientific papers and books (as Bryggen in Norway: https://www.climatescan.nl/projects/16/detail ).
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How do policy analysts perceive the various roles that Models, Simulations and Games (MSG) have, or can have in Integrated Water Resources Management (IWRM)? Fifty-five policy analysts in water management in The Netherlands and China were interviewed, following the procedure of the Q-method. Comparative analysis of the combined quantitative and qualitative data show that: (1) The debate on the role of MSG for IWRM is structured around five frames in The Netherlands and three frames in China. (2) The frames in The Netherlands and China are significantly different. (3) In China, there is a predominant frame that perceives MSG for IWRM as data driven simulation technology for rationalization of water management, which is less significant in The Netherlands. (4) The reverse is true with regard to MSG for stakeholder interaction, learning and integrated assessment, which are significant frames in The Netherlands, but not in China. The conclusion is that frame differences can easily confuse professional and academic debate about MSG for water management; within the same institutional and cultural context, but even more so in Netherlands-China co-operation projects. Frames are also relevant when designing, using or evaluating innovative methods for integrated water resources management.
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This paper reports the responses of nursing home residents who live in a psychogeriatric ward to the abstract interactive art installation ‘Morgendauw’, which was specifically designed for this study. All stakeholders were involved in designing and implementing Morgendauw. The artwork seems able to evoke responses in both the residents and their caregivers, but the amount and duration of the responses observed during the study were limited. 15 interactions over the course of 14 h were noted and almost all of them were initiated by the nursing home staff, physiotherapy students or visitors (n = 12). Interactions lasted for about 3 min on average. Although the nursing home residents initially did not seem to notice the artwork, the threshold of acknowledging and approaching the artwork was quickly overcome when staff nudged or directed the residents’ attention towards the artwork. Beyond this point, nursing home residents generally needed little explanation of the interface to interact with the artwork. The location in which Morgendauw was placed during the study or the characteristics of the installation seemed to create a threshold. Further research should focus on the importance and the effects of context when designing and implementing an interactive art installation in a nursing home environment.
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Large floating projects have the potential to overcome the challenge of land scarcity in urban areas and offer opportunities for energy and food production, or even for creating sustainable living environments. However, they influence the physical, chemical, biological and ecological characteristics of water bodies. The interaction of the floating platforms affect multiple complex aquatic processes, and the potential (negative/positive) effects are not yet fully understood. Managing entities currently struggle with lack of data and knowledge that can support adequate legislation to regulate future projects.In the Netherlands the development of small scale floating projects is already present for some years (e.g. floating houses, restaurants, houseboats), and more recently several large scale floating photovoltaic plants (FPV) have been realized. Several floating constructions in the Netherlands were considered as case-studies for a data-collection campaign.To obtain data and images from underneath floating buildings, underwater drones were equipped with cameras and sensors. The drones were used in multiple locations to scan for differences in concentrations of basic water quality parameters (e.g. dissolved oxygen, electrical conductivity, algae, light intensity) from underneath/near the floating structures, which were then compared with data from locations far from the influence of the buildings. Continuous data was also collected over several days using multi-parameter water quality sensors permanently installed under floating structures.
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Shared Vision Planning (SVP) is a collaborative approach to water (resource) management that combines three practices: (1) traditional water resources planning; (2) structured participation of stakeholders; (3) (collaborative) computer modeling and simulation. The authors argue that there are ample opportunities for learning and innovation in SVP when we look at it as a form of Policy Analysis (PA) in a multi-actor context. SVP faces three classic PA dilemmas: (1) the role of experts and scientific knowledge in policymaking; (2) The design and management of participatory and interactive planning processes; and (3) the (ab)use of computer models and simulations in (multi actor) policymaking. In dealing with these dilemmas, SVP can benefit from looking at the richness of PA methodology, such as for stakeholder analysis and process management. And it can innovate by incorporating some of the rapid developments now taking place in the field of (serious) gaming and simulation (S&G) for policy analysis. In return, the principles, methods, and case studies of SVP can significantly enhance how we perform PA for multi-actor water (resource) management.
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Large floating projects have the potential to overcome the challenge of land scarcity in urban areas and offer opportunities for energy and food production, or even for creating sustainable living environments. However, they influence the physical, chemical, biological and ecological characteristics of water bodies. The interaction of the floating platforms affect multiple complex aquatic processes, and the potential (negative/positive) effects are not yet fully understood. Managing entities currently struggle with lack of data and knowledge that can support adequate legislation to regulate future projects. In the Netherlands the development of small scale floating projects is already present for some years (e.g. floating houses, restaurants, houseboats), and more recently several large scale floating photovoltaic plants (FPV) have been realized. Several floating constructions in the Netherlands were considered as case-studies for a data-collection campaign. To obtain data and images from underneath floating buildings, underwater drones were equipped with cameras and sensors. The drones were used in multiple locations to scan for differences in concentrations of basic water quality parameters (e.g. dissolved oxygen, electrical conductivity, algae, light intensity) from underneath/near the floating structures, which were then compared with data from locations far from the influence of the buildings. Continuous data was also collected over several days using multi-parameter water quality sensors permanently installed under floating structures. Results show some differences in concentrations of water quality parameters between open water and shaded areas were detected, and some interesting relations between parameters and local characteristics were identified. Recommendations are given, in order to minimise the undesired impacts of floating platforms. Considering the complexity of the interactions between water quality parameters and the influence of the surrounding environment it is recommended to continue and to improve the monitoring campaign (e.g. include new parameters).
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The meaningful participation of stakeholders in decision-making is now widely recognized as a crucial element of effective water resource management, particularly with regards to adapting to climate and environmental change. Social learning is increasingly being cited as an important component of engagement if meaningful participation is to be achieved. The exact definition of social learning is still a matter under debate, but is taken to be a process in which individuals experience a change in understanding that is brought about by social interaction. Social learning has been identified as particularly important in transboundary contexts, where it is necessary to reframe problems from a local to a basin-wide perspective. In this study, social learning is explored in the context of transboundary water resource management in the St. Lawrence River Basin. The overarching goal of this paper is to explore the potential role of serious games to improve social learning in the St. Lawrence River. To achieve this end, a two-pronged approach is followed: (1) Assessing whether social learning is currently occurring and identifying what the barriers to social learning are through interviews with the region's water resource managers; (2) Undertaking a literature review to understand the mechanisms through which serious games enhance social learning to understand which barriers serious games can break down. Interview questions were designed to explore the relevance of social learning in the St. Lawrence River basin context, and to identify the practices currently employed that impact on social learning. While examples of social learning that is occurring have been identified, preliminary results suggest that these examples are exceptions rather than the rule, and that on the whole, social learning is not occurring to its full potential. The literature review of serious games offers an assessment of such collaborative mechanisms in terms of design principles, modes of play, and their potential impact on social learning for transboundary watershed management. Serious game simulations provide new opportunities for multidirectional collaborative processes by bringing diverse stakeholders to the table, providing more equal access to a virtual negotiation or learning space to develop and share knowledge, integrating different knowledge domains, and providing opportunities to test and analyze the outcomes of novel management solutions. This paper concludes with a discussion of how serious games can address specific barriers and weaknesses to social learning in the transboundary watershed context of the St. Lawrence River Basin.
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We all use metaphors of knowledge in knowledge management. What are the effects of this use for our knowledge management practice? And, basically, how do metaphors work?
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