In many European cities, urban experimentation is increasingly preferred as a method for testing and disseminating innovations that might ignite a transformation toward more sustainable cities. By both academics and practitioners, these experiments tend to be approached as relatively neutral initiatives through which plural urban stakeholders willfully collaborate, while their success is seen as above all dependent on effective management. For this reason, the political nature of urban experiments, in the sense that they entangle different and often contending stakeholders in their innovation processes, remains relatively unarticulated in both practice and the academic literature. Building on the urban experimentation literature and political theory, this conceptual paper argues that the depoliticization of experimental initiatives is especially problematic for unleashing their transformative potential, which requires revealing the existing power-relations and biases keeping the status-quo in place and negotiability of radical alternatives. From this perspective, the paper sketches out four ideal-typical trajectories for experiments as related to their (de)politicization; optimization, blind leap, antagonistic conflict and transformation. Bringing insights from political theory to bear on the urban experimentation literature, we proceed to hypothesize the implications of our ideal-types for urban experiments’ transformative capacities. The paper closes by presenting a future research and policy agenda.
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Societal actors across scales and geographies increasingly demand visual applications of systems thinking – the process of understanding and changing the reality of a system by considering its whole set of interdependencies – to address complex problems affecting food and agriculture. Yet, despite the wide offer of systems mapping tools, there is still little guidance for managers, policy-makers, civil society and changemakers in food and agriculture on how to choose, combine and use these tools on the basis of a sufficiently deep understanding of socio-ecological systems. Unfortunately, actors seeking to address complex problems with inadequate understandings of systems often have limited influence on the socio-ecological systems they inhabit, and sometimes even generate unintended negative consequences. Hence, we first review, discuss and exemplify seven key features of systems that should be – but rarely have been – incorporated in strategic decisions in the agri-food sector: interdependency, level-multiplicity, dynamism, path dependency, self-organization, non-linearity and complex causality. Second, on the basis of these features, we propose a collective process to systems mapping that grounds on the notion that the configuration of problems (i.e., how multiple issues entangle with each other) and the configuration of actors (i.e., how multiple actors relate to each other and share resources) represent two sides of the same coin. Third, we provide implications for societal actors - including decision-makers, trainers and facilitators - using systems mapping to trigger or accelerate systems change in five purposive ways: targeting multiple goals; generating ripple effects; mitigating unintended consequences; tackling systemic constraints, and collaborating with unconventional partners.
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In the face of a global ecological crisis, culturally dominant framings of subjective experience as separate from living ecologies are no longer sufficient. Games might offer ways to break down these divisions. Alenda Chang has proposed bringing game ecologies to life. To complement her position, in this paper, we aim to inspire game designers and researchers to explore ways in which video games can remodel the perceived player subject as a pathway to ecological entanglement. We investigate four strategies for decentering and deconstructing the subject. These are: (1) deconstructing the subject to foreground internal sources of entanglement; (2) dismantling, distorting, ignoring, and/or invading the visual perspective; (3) conceptual deconstruction and reframing of a sense of self; and (4) decentering the subject through shifting contexts. For each of these, we introduce relevant examples of narrative and gameplay design in existing video games and suggest steps for further development in each direction.