Maritime Spatial Planning (MSP) is a politically guided and stakeholder-driven process involving a range of actors (i.e., planners, stakeholders, scientists, and citizens). Theories of boundary objects offer a lens to understand how actors, in the context of decision and policy-making in organizations, can coordinate without consensus. This seems particularly relevant when institutions and communities are relatively young, and the body of knowledge is fragmented and fluid, such as in the case of MSP. A key question is whether, and how boundary objects can be intentionally designed and used to facilitate social and policy learning in such communities. In this research, the focus is on the use of the MSP Challenge serious games as a boundary object to facilitate learning in ‘Communities of Practice’ (CoP) around MSP. Data were collected through questionnaires of 62 MSP Challenge workshops between 2016 and 2020 with more than 1100 participants. Additionally, 33 interviews with key stakeholders were conducted. The findings show that the MSP Challenge is widely used for various goals and in various settings and that they are interpreted differently by different users. The success of the MSP Challenge relies on the boundary space in which it is implemented, taking into account discrepancies in learning due to variations in the backgrounds and attitudes of the participants towards the object, the activity, and the setting in which it is deployed.
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Since 2011, a role-playing game, a board game and a digital interactive simulation platform have been developed under the name MSP Challenge. The latest digital MSP Challenge Simulation Platform editions were developed by the Cradle R&D lab at BUas' Academy for Digital Entertainment. They have since been used in workshops, conferences, education, as well as for real life stakeholder engagement. By doing so we help develop a global learning MSP community.
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A presentation and discussion on the design and application of the MSP Challenge Simulation Platform.
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The Maritime Spatial Planning (MSP) Challenge simulation platform helps planners and stakeholders understand and manage the complexity of MSP. In the interactive simulation, different data layers covering an entire sea region can be viewed to make an assessment of the current status. Users can create scenarios for future uses of the marine space over a period of several decades. Changes in energy infrastructure, shipping, and the marine environment are then simulated, and the effects are visualized using indicators and heat maps. The platform is built with advanced game technology and uses aspects of role-play to create interactive sessions; it can thus be referred to as serious gaming. To calculate and visualize the effects of planning decisions on the marine ecology, we integrated the Ecopath with Ecosim (EwE) food web modeling approach into the platform. We demonstrate how EwE was connected to MSP, considering the range of constraints imposed by running scientific software in interactive serious gaming sessions while still providing cascading ecological feedback in response to planning actions. We explored the connection by adapting two published ecological models for use in MSP sessions. We conclude with lessons learned and identify future developments of the simulation platform.
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The MSP Challenge uses game technology and role-play to support communication and learning for Marine/Maritime Spatial Planning. Since 2011, a role-playing game, a board game and a digital interactive simulation platform have been developed. The MSP Challenge editions have been used in workshops, conferences, education, as well as for real life stakeholder engagement. The authors give an overview of the development of the MSP Challenge and reflect on the value of the approach as an engaging and ‘fun’ tool for building mutual understanding and communicating MSP.
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Reflection on how we are approaching MSP & MSP Challenge community development: 69 board game sessions and 20 digital game sessions since Jan 2016 involving over 1650 participants
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Reflections on skill development theory and simulation game-play practice, using MS Flight Simulator and the MSP Challenge Simulation Platform as cases.
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The authors present the design of the shipping simulation SEL and its integration in the MSP Challenge Simulation Platform. This platform is designed to give policymakers and planners insight into the complexity of Maritime Spatial Planning (MSP) and can be used for interactive planning support. It uses advanced game technology to link real geo- and marine data with simulations for ecology, energy and shipping. The shipping sector is an important economic sector with influential stakeholders. SEL calculates the (future) impact of MSP decisions on shipping routes. This is dynamically shown in key performance indicators (e.g. route efficiencies) and visualised in heat maps of ship traffic. SEL uses a heuristic-based graph-searching algorithm to find paths from one port to another during each simulated month. The performance of SEL was tested for three sea basins: the firth of Clyde, Scotland (smallest), North Sea (with limited data) and Baltic Sea regions (largest, with most complete data). The behaviour of the model is stable and valid. SEL takes between 4 and 17 seconds to generate the desired monthly output. Experiences in 20 sessions with 302 planners, stakeholders and students indicate that SEL is a valuable addition to MSP Challenge, and thereby to MSP.
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This paper presents the design of the offshore energy simulation CEL as a flow network, and its integration in the MSP Challenge 2050 simulation game platform. This platform is designed to aid learning about the key characteristics and complexity of marine or maritime spatial planning (MSP). The addition of CEL to this platform greatly AIDS MSP authorities in learning about and planning for offshore energy production, a highly topical and big development in human activities at sea. Rather than a standard flow network, CEL incorporates three additions to accommodate for the specificities of energy grids: an additional node for each team's expected energy, a split of each node representing an object into input and output parts to include the node's capacity, and bidirectional edges for all cables to enable more complex energy grid designs. Implemented with Dinic's algorithm it takes less than 30ms for the simulation to run for the average amount of grids included in an MSP Challenge 2050 game session. In this manner CEL enables MSP authorities and their energy stakeholders to use MSP Challenge 2050 for designing and testing more comprehensive offshore energy grids.
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Digitalization is gaining increasing attention in Higher Education (HE). The integrationof digital tools into instructional settings is particularly challenging, However, it offers manyopportunities to improve the learning process of students, especially in interdisciplinary teachingscenarios such as teaching sustainable usage of space and resources i.e. for the coastal zones and themarine areas. Worldwide, Marine Spatial Planning (MSP) and Integrated Coastal Zone Management(ICZM) are much needed approaches to manage and organize the increasing use of the sea andcoastal areas. Both are complex fields that are attracting more and more attention in interdisciplinaryHE. Correspondingly designed, the module ‘Planning and Management of Coastal Zones and SeaBasins’ at the University of Oldenburg, Germany, provides a case for integrating digital tools intoHE. In 2020, the digital serious game ‘MSP Challenge´ was used in an online learning format. Thisinteractive and collaborative tool supports informed decision making based on real and simulateddata, comparable to business (decision) processes based on environmental information systems(EIS). Therefore, the MSP Challenge game fosters not only the understanding of the complex topicbut additionally methodological skills which can be transferred to the usage EIS. While playing,students become able to (1) evaluate and simulate impacts of uses on coastal and marineenvironments, (2) describe the main interactions in ecosystems, (3) conceptualize information forsectoral or integrated MSP and (4) reflect on the role and use of data. In the presented case masterstudents studying “Water and Coastal Management” participated in the module. Moreover, thedigital serious game and the interdisciplinary topics of MSP and ICZM provides additionalopportunities to explore subtopics (e.g. IT-related) from other disciplinary perspectives.
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