=Paper= {{Paper |id=Vol-2359/paper23 |storemode=property |title=“Save the Water” – A China water management game project |pdfUrl=https://ceur-ws.org/Vol-2359/paper23.pdf |volume=Vol-2359 |authors=Mela Kocher,Anna Lisa Martin-Niedecken,Yu Li,Wolfgang Kinzelbach,Haijing Wang,René Bauer,Livio Lunin |dblpUrl=https://dblp.org/rec/conf/gamifin/KocherMLKWBL19 }} ==“Save the Water” – A China water management game project== https://ceur-ws.org/Vol-2359/paper23.pdf
                        “Save the Water” – A China water management game
                                              project

                    Mela Kocher1, Anna Lisa Martin-Niedecken1, Yu Li2, Wolfgang Kinzelbach2, Haijing
                                           Wang3, René Bauer1, Livio Lunin1
                             1 Zurich University of the Arts, Subject Area in Game Design, Switzerland
                                 2 ETH Zurich, Institute of Environmental Engineering, Switzerland
                                                3 hydrosolutions Ltd., Switzerland


                                                  mela.kocher@zhdk.ch



                           Abstract. Sustainable water resources management is a challenge world-
                           wide. The aquifer system of the North China Plain is a severe example.
                           Population growth, intensification of agriculture, and modified water
                           availability due to climate change have led to over-abstraction of
                           groundwater, with consequences such as soil subsidence, increase of
                           pumping costs and sea water intrusion. Since 2014, researchers of the
                           Institute of Environmental Engineering of the Swiss Federal Institute of
                           Technology (ETH Zurich) and hydrosolutions Ltd. have been working
                           together in a comprehensive project on the threat of groundwater
                           depletion due to the extensive aquifer tapping for farmland irrigation in
                           Guantao, prefecture of Handan, China. Their work focused on creating a
                           monitoring system for groundwater levels and pumped volumes using
                           electricity consumption as a proxy. Also, for understanding better the
                           farmers’ behavior, especially their reactions to different government
                           policies concerning the decrease of groundwater consumption, a very
                           simple version of a simulation game has been created. In order to better
                           represent the complexity of the real situation and to professionalize the
                           game design, the Subject Area in Game Design (ZHdK) joined the team.
                           This contribution addresses the design challenges, solutions and users’
                           testing results of the last two years of developing the serious games series
                           “Save the Water” for this project, including two board game versions and
                           a digital browser game.

                           Keywords: Serious Games, Applied Games, Game Design, Groundwater
                           Management, Overpumping, North China Plain.


                    1      Introduction
                        In arid and semi-arid regions, reliable agricultural production is only feasible with
                    irrigation. Groundwater as the only water resource, which is available all year round,
                    has become more and more attractive to agricultural water users to guarantee reliable
                    yield in agriculture. Severe over-pumping of aquifers has been common. It is estimated




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                    that about one quarter of the 1000 cubic kilometers pumped annually from aquifers
                    worldwide is unsustainable use which causes depletion of aquifers [1].
                        Aquifers can store water over years and are therefore particularly suited for
                    mitigation of drought periods, which are expected to occur more frequently under
                    climate change. To serve this purpose they must however be allowed to recover in times
                    of above-average rainfall. Only under strict management, aquifers will be able to relieve
                    droughts reliably.
                        While a release of irrigation water from a surface reservoir is easily controlled,
                    extraction of groundwater can neither be easily monitored nor effectively controlled by
                    local water authorities due to the presence of a large number of wells. The difficulty
                    posed by managing them is the major reason why many aquifers in arid climate regions
                    are over-pumped. New technology shall support tackling the challenge of bringing
                    these aquifers back to a sustainable extraction mode.
                        In the past 30 years the aquifers in the semi-arid North China plain have been
                    severely over-exploited. In some places water tables dropped at a speed of two meters
                    per year. The natural flow system, in which water is recharged from the mountains and
                    in the plain and discharged towards the sea, has been reversed in both the lower and the
                    shallow aquifer layers due to the formation of deep cones of depression in heavily
                    exploited areas [2].
                        The over-exploitation is primarily a consequence of the intensification of agriculture
                    to feed a growing population. While the natural precipitation in the North China plain
                    is sufficient to support one grain crop per year under average rainfall conditions, the
                    double cropping of mainly winter wheat and maize can only be sustained by the
                    depletion of groundwater resources.
                        The vulnerability of China to the impacts of climate change and inter-annual climate
                    variability is high. Together with rapid economic and population growth and
                    urbanization, long-term climatic trends have strained China’s water resources to an
                    extent that all major river basins in the North and North-West are suffering from water
                    shortage. The country’s water supply and agricultural production is threatened by
                    changing spatial and temporal distribution of precipitation connected with more
                    frequent weather extremes such as prolonged droughts, heat waves and floods. The
                    over-pumping decreases the amount of water stored in the aquifers and thus the ability
                    of aquifers to serve as reservoirs for mitigating climate extremes.
                        The growing complexity and interdependence of water management processes
                    requires the involvement of multiple stakeholders. Interdisciplinary collaboration is
                    increasingly vital for strategy development and implementation. There is a need for
                    specifically developed tools, which could facilitate or enhance these collaborations
                    between stakeholders.
                        The solution to groundwater over-pumping requires behavioral change of the
                    irrigating farmers. Therefore, creating and increasing the awareness of rural population
                    regarding to the problem is critical. The playful education via an interesting game seems
                    to be a promising alternative to traditional appeals by posters and similar media [e.g.
                    3]. By reviewing well-established related research and development (R&D) work on
                    games and game research for water resource management, we identify three main
                    strategies approaching the respective game design: Following the digital approach, we
                    could identify rather simulative or tabular-like [e.g. 4, 5] applications, while other
                    playful approaches such as role-playing games are applied in analogue workshops [e.g.
                    6] or solely serving as research tool [e.g. 7].




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                       However, there are no applications featuring a proper game design including state
                    of the art game mechanics, graphics and narration in the analogue and digital approach
                    although this is the most attractive way to raise awareness, to motivate people to learn
                    about serious topics and ideally change their behavior.
                    Furthermore, the cultural contexts in existing applications range from India, to Mexico,
                    to USA. So far and to the best of our knowledge, there are no state of the art game
                    design-based applications, which focus on the Chinese water management culture.
                        To contribute to this topic, we present the R&D project “Save the Water” which is
                    the result of a collaboration between the Institute of Environmental Engineering of the
                    Swiss Federal Institute of Technology (ETH Zurich), the Subject Area in Game Design
                    and the Game Lab of the Zurich University of the Arts (ZHdK), hydrosolutions Ltd.,
                    Zurich and the Southwestern University of Finance and Economics, Chengdu, China.
                    The multi-year project is supported by the Swiss Agency for Development and
                    Cooperation, the Ministry of Water Resources in China and the Chinese Academy of
                    Sciences.
                       Since 2014, researchers of the Institute of Environmental Engineering of the Swiss
                    Federal Institute of Technology (ETH Zurich) and hydrosolutions Ltd. have been
                    working together in a comprehensive project on the threat of groundwater depletion
                    due to excessive farmland irrigation in Guantao County, prefecture of Handan. Their
                    work focused on creating a monitoring system for groundwater levels and pumped
                    volumes using electricity consumption as a proxy [8]. Also, for better understanding
                    the farmers’ behavior, especially their reactions to different government policies
                    concerning the decrease of groundwater consumption, Dr. Pan He (now South-West
                    University of Finance and Economics, Chengdu, China) worked with a very simple
                    version of a simulation game analogous to the ones described in [2]. In order to better
                    represent the complexity of the real situation and to professionalize the game design,
                    the Subject Area in Game Design (ZHdK) joined the team. The teams of ETH and
                    hydrosolutions Ltd. (consisting of Swiss and Chinese experts) provided the quantitative
                    hydrological and agronomical framework, having studied and interacted with the
                    groundwater management system on the ground in China for many years. In a joint
                    effort they first developed two versions of a board game in 2017, then, in 2018/19, a
                    digital game [9] to fulfill different tasks in this research project. These tasks include the
                    awareness building of rural population about the risk of groundwater depletion, and the
                    evaluation of farmers’ risk attitudes and preferences.
                       In this paper, we present the interdisciplinary, research-based and iterative design
                    process of a serious game for water management of Chinese farmers.
                       First, we introduce the “Save the Water” board game and the results of a test we
                    conducted with water management experts and Chinese farmers who played the
                    prototype, and elaborate on how participants’ feedback informed the redesign of the
                    board game. In addition, we present the further design of a digital game prototype and
                    provide an outlook on our future R&D work.


                    2      “Save the Water” – A Water Management Game Project
                    2.1    The Board Game (Complex Version)
                      User-centered Design Process. To meet the challenge of developing applied games
                    remotely for a different cultural context [10], an iterative, user-centered design process




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                    served best to shape the usability of the game. Starting in early 2017, the board game
                    (Fig. 1) was developed at the Zurich University of the Arts, accompanied by numerous
                    meetings and smaller play testings with ETH staff and ZHdK game design students.
                       Since the game’s purpose was to simulate the cropping practice in Guantao County
                    and to raise the awareness for the growing risk of groundwater depletion, one of the
                    main design foci lies on how the common groundwater resource should be displayed,
                    in order to visualize responsibility and consequences of the player’s actions, and to
                    signal a dangerously low stage of the aquifer. Also, it was investigated what the game
                    mechanics would have to look like, so that the game would be fun to play, while still
                    reflecting the scientific facts.




                                                   Fig. 1. First board game version.


                       Game Mechanics. To respond to the basic conflict, which is underlying the serious
                    game, the board game’s story puts the participant in the role of a Chinese farmer who
                    struggles with the challenges posed by the need for profitable cropping under the issue
                    of groundwater depletion. Even though there is an instruction manual/rule book, the
                    game is guided by a game master, since the game is developed for a workshop-like
                    setting for farmers, students and water resource managers (administrative cadres).
                       There are two goals for each player, a common and an individual goal. The collective
                    goal of all players is not to deplete the aquifer, while the individual goal of each player
                    is to have more points/money than the other players at the end of the 4 rounds (e.g.
                    cropping years). Therefore, the game is over and everyone loses the moment the aquifer
                    is depleted by any one player. If the groundwater stays above the red line, the player
                    who earns the largest amount of points/money wins.
                       The game material (see also Fig. 2) consists of the central groundwater pool and a
                    circle which shows nine different agricultural phases of the farmer within a year:
                    Weather forecast, seeding/buying, actual weather conditions, irrigation, harvest,
                    upkeep, council meeting, events and entering into a new year. The game is made for 4
                    players, each having a character card, a land card (one at the beginning, several during




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                    the game course), water chips and coins. In the game, the players in turn can take actions
                    phase by phase over the year: Based on the initial weather forecast (phase 1), they
                    decide in phase 2 whether to rent more land, what kind of crop seeds (single/double
                    crop or vegetables) or extensions to buy – extensions being a large water pump, water
                    tank or insurance, which are shown on the character card. When in phase 3 the actual
                    weather/rain conditions are clear, the groundwater pool card is “recharged” with blue
                    tokens which represent water units (as the groundwater declines, the color of those
                    water tokens changes from blue to yellow, then orange and, at the end, red). In the
                    fourth phase (irrigation), the players take those water units and place them on their field
                    cards, the amount of units depending on their choice of crops (single cropping of maize,
                    double cropping of winter wheat and summer maize, or vegetables). For example,
                    double cropping needs more water than single cropping; in deficit irrigation mode one
                    less water drop is given. Water saving equipment can save another drop; the greenhouse
                    vegetables need more water than grain fields, but can be (depending on the market
                    price) much more profitable.
                       During each “pumping” phase, the player rolls two 3-sided dice to determine
                    possible negative pumping effects (when still in the blue phase, less negative events
                    happen than when the groundwater pool is low). Such negative effects impact all
                    players, reflecting the common pool property of the groundwater resource; they can be
                    “illegal pumping” (as a consequence, one additional water unit has to be removed from
                    the pool), or occurrence of “salt water” (as a consequence, the harvest of each player
                    gets reduced by one silver coin for every field he/she owns) or further negative
                    consequences.
                       In phase 5, harvest, every player earns coins depending on the crop and the water
                    units applied in irrigation. In phase 6, upkeep, every player pays his/her upkeep. The
                    total upkeep cost is calculated by adding up the upkeep costs of all fields and all
                    extensions.
                       In phase 7, the “council meeting” is held. Together the players discuss the last and
                    the coming year. They can talk about a common strategy (e.g. concerning which crops
                    to buy) or decide upon a water pumping policy: The players can choose one of the
                    predefined policies or create a custom one for the next year; but all players need to
                    agree on a policy unanimously to put it into force.
                       In phase 8 (events), in turn every player draws a card and reads it in private. If the
                    bottom of the card indicates an instant effect, the card is played immediately. Otherwise
                    the player can keep the card covered and can play it whenever he/she decides to. Such
                    events can be positive (e.g. grants or state subsidies), or negative, such as agricultural
                    pests, social taxes, unexpected draughts etc. Then, in the last phase, the game master
                    advances the game to the next year.




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                    Fig. 2. Game material: the nine game phases for the game overview (top left), a player’s field
                    card (top right), the common groundwater pool (bottom left) and the four character cards (bottom
                    right).


                    3      User Testing
                       To gain insights regarding the overall game experience, the cooperative playability
                    and the mediation effect of the underlying message of the board game, we conducted
                    several play testings with the first “Save the Water” prototype. The testings took place
                    in Guantao, China (Fig. 3).

                    3.1    Questionnaire Evaluation

                       Procedure. First, we playtested the original board game with N=12 Chinese experts
                    (m=7, w=5), aged 27 to 51 years (M=37.1; SD=7.57) from the field of water
                    management (engineers or managers). Participants played the game in 3 groups of 4
                    players each and were instructed about the general rules and game mechanics by a game
                    master, who joined and moderated the game session. After the game session,
                    participants were asked to complete a short survey with questions about their exact
                    professional background, individual gaming preferences, overall game experience,
                    most and least favorite experience with the board game, game functionality and
                    understandability, their individual goal (single versus multiplayer) and the perceived
                    meaningfulness of the game. Some questions were ranked with a 5-point Likert scale,
                    while others allowed for shorthand descriptions and keywords.




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                        Fig. 3. Play testings with Chinese water management experts (left) and farmers (right).

                       Results. We found that most of the experts enjoyed playing the game a lot.
                    Regarding game complexity, most testers reported that the game was not too complex
                    at all (M=3.42; SD=0.90). The majority of participants understood the gameplay after the
                    first round (first game “year”). Most participants wanted to play the game again
                    (M=3.60; SD=0.72) although play duration was rather experienced as too long (M=3.3;
                    SD=0.65). Most testers felt that they enjoyed playing rather in a cooperative way
                    (serving the group goal), while only some reported that they preferred playing rather
                    competitively (for their individual goal) (M=3.50; SD=0.80).
                       When asked what they liked the most about the tested board game, participants
                    reported different things: The most frequently mentioned favorite experiences were
                    group dynamics among the players during the play session (e.g. “discussion about crop
                    choice and how to use water“ or „the group decides that every field can be irrigate by
                    two units of water only”), followed by specific game mechanics (e.g. “the decrease of
                    the bad events as the groundwater level increases”) and specific in-game events (e.g.
                    “groundwater drawdown”).
                       When asked what they liked least about the game, participants mentioned some game
                    rule-related problems (e.g. “it is not clear at which stage the player should buy the field
                    extension” or “it is not clear if the player can still buy the land after the real weather is
                    revealed”) or play strategy-related topics (e.g. “The play strategy doesn’t change too
                    much with respect to the changing water depth.”).
                       Furthermore, we asked participants to choose a statement which was applicable for
                    their experienced meaningfulness of the game. The majority found the statement “This
                    game could stimulate reflections and discussion about the topic of water use.” Some
                    participants further remarked “This game could stimulate a group process / the way we
                    discuss this topic with our colleagues.”
                       Finally, participants could make additional comments and provide further feedback.
                    Among other things, participants recommended to implement rewards for the winner,
                    serious punishments for causing a critical water level in the game, as well as mechanics
                    like other facilities to increase the water availability, free planting, fruit trees and water
                    transfer from other places.




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                    3.2    Participatory Observation and Expert Interviews

                       Procedure. Secondly, we tested the game with N= 24 Chinese farmers (age 40-60
                    years, m=12, w=12). Other than with the water management experts, feedback of the
                    farmers has not been received by means of written questionnaires, since many of the
                    farmers have a low formal education level. Therefore, play testing results were obtained
                    by observation during the play sessions and by discussions/questions after the games,
                    guided by the team members (ETH/ZHdK/hydrosolutions). Those play testings also
                    took place in April 2017 in Guantao.

                       Results. It turned out, that for the target group of the Chinese farmers, the game was
                    too complex, and it took too long to play. The rules were too complicated, there was
                    too much text and there were too many features for the farmers to understand the game
                    in a reasonable time, even less for them to feel motivated to discuss water management
                    strategies. It proved to be valuable and necessary to have a Chinese speaking game
                    master or facilitator who introduced the game and explained the rules properly.
                    Nevertheless, there was a strong demand for a redesign of the board game.

                    3.3    Redesign: Complex and simple board game versions

                       Redesign. To meet the observations and results from play testings, the game
                    designers and researchers developed an additional simple version of the complex board
                    game (Fig. 4): In the biggest change, the character cards were abandoned completely,
                    therefore eliminating special add-ons such as extensions, insurances etc. This way,
                    there was less text, and about half of the possibilities to make decisions disappeared,
                    cutting the game time in half to one hour. The main game mechanic of the agricultural
                    phase loop played for four years remained. Also three of the original five policy cards
                    were kept in order to stimulate discussions among the players, covering the topics of
                    rationing, water rights and regulation.




                                    Fig. 4. Simplified board game version after redesign process




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                        Fig. 5. New character cards for complex board game version after redesign process

                       Overall – by means of oral feedback from discussions with water management
                    experts, students and farmers alike – there was a preference of a different visual style
                    (Fig. 5), as far as the character cards of the complex card game were concerned. The
                    original “socialist-realism” art style of the character cards was changed into a more
                    photorealistic style.


                    4        The Digital Game
                       Aim. After the board game design and redesign phases, the development of the
                    digital water management game started in 2018. In the second (and current) main
                    project phase the development of the digital adaptation of “Save the Water” was and is
                    taking place [11]. The aim of the digital version is to collect data about the farmers’
                    decision making more conveniently – the on-site board game sessions/workshops
                    served their purpose well with respect to stimulating discussion and communicating the
                    community background of the groundwater issue. But also, it proved to be an expensive
                    and elaborate method, which consequently should be supplemented by a browser game
                    as different research tool. Since smart phones are widely spread among the targeted
                    players (farmers, agricultural students), the digital game version can reach them more
                    broadly than a workshop-mediated game experience. Also, as will explained below,
                    through the administrative panel, the game variables (cost and income per crop, points
                    needed for level upgrade etc.) can be adjusted, and quantitative data on player behavior
                    data can be gathered in a digital form.

                       Game Mechanics. Basically, the browser-based simulation game [12] shares a
                    similarity in game mechanics with the board game, since it is also based on the intra-
                    annual agricultural phases. The goal for the player is to keep and expand his farm during
                    as many years as possible, and accumulate as much money as possible while preventing
                    the depletion of the groundwater.
                       In contrast to the board games, the digital game is a single player game, due to
                    technical reasons (much easier to program), but also because in this way more people
                    can be reached for playing asynchronously and more statistics can be gathered in the
                    online survey at the end, while the board game always needs four players to play




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                    simultaneously and be interviewed on-site. In the single player digital version, it was
                    consequently harder to convey awareness to the factor that the groundwater resource is
                    a common good with shared responsibility. Features to communicate this have been
                    developed, e.g. system messages (Fig. 6) or narrative comments in the game (where the
                    player hears about other farmers who have irrigated very responsibly or, to the contrary,
                    have over-used water quota, see Fig. 7). Also, a global leaderboard is being
                    implemented, for the players to compare their game results world-wide with others and
                    get a multiplayer or community feeling in an alternative way.
                       In addition, there is an enhanced policy layer being implemented. The digital game
                    already has an administration panel, where the game master can choose parameters for
                    a certain game session (number of game years, crop prices, weather tendencies etc.).
                    Now the game master can also attach a specific policy to a game session, such as
                    restraints (e.g. only single cropping allowed), rewards or punishments for over-using
                    the resource. The tracking of the reactions of the players in response to certain policies
                    and the resulting behavioral data should, at some point, inform the water administration
                    officials in formulating effective policies (subventions, restrictions) in real life.




                                        Fig. 6. In-game system message in the digital game




                                    Fig. 7. Simulation of community feeling in the digital game




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                    5      Discussion
                       The main goals of the “Save the Water” game project are to raise awareness for
                    sustainable groundwater use, and to test management policies and the according
                    behavioral attributes of the Chinese farmers in Guantao County. It should sensitize the
                    farmers for the threat of groundwater depletion, spread and gather knowledge, and start
                    a discourse. These are challenging tasks, since groundwater is per se invisible, and as
                    long as water can be pumped to irrigate fields, the danger of depletion is not explicit (it
                    can be understood only indirectly, when farmers have to deepen wells to reach the
                    groundwater table). Furthermore, the games should also function as a research tool for
                    ongoing ecological and socio-economic research, and yield, especially for the digital
                    game, data about decision-making in response to various water use and cropping
                    policies. The dual path of analogue and digital serious games applied in the same R&D
                    project is a unique strategy for groundwater projects; and its design documentation and
                    analysis was the main focus of this contribution.
                       By the iterative design process and by developing heterogenous analogue and digital
                    games, the “Save the Water”-game series is working well towards those aims, which
                    has been shown through the questionnaires, the participatory observations and informal
                    discussions with the participants. Especially the board game instigates discussions
                    about irrigation and cropping strategies. Dynamics unfold when players are torn
                    between individual economic goals (to make money) and the collective ecological goal
                    (to use water sustainably for irrigation).
                       The digital game is more casual; there the awareness-transfer cannot be observed
                    directly, even though this game version is closer to reality than the board game: While
                    crops prices and water units, weather consequences and other parameters have to be
                    simple integer numbers in the board game to allow convenient payments with tokens
                    and simple addition in-game by the players themselves, the overall data can be much
                    more detailed in the digital game. Its scientific strength therefore lies in the data mining
                    possibility: In the next part of the research project, analysts will be able to see when
                    exactly players change their behavior, e.g. switch from double to single cropping, or
                    when they start using sprinklers etc.. The data interpretation of the current digital game
                    shall yield further results so that the serious games will hopefully further support the
                    scientific, multi-year project of the Institute of Environmental Engineering of the Swiss
                    Federal Institute of Technology and hydrosolutions.


                    6      Outlook
                       What will happen with these serious games in the future? For the digital game, there
                    will continuously be a public online version with stable parameters [8]. Parallel to that,
                    the administration panel allows different game masters to customize game sessions, e.g.
                    for specific groups or class rooms, and is accessible only per link (which allows the
                    mapping of the retrieved data onto the respective game adjustment, with own
                    parameters and policies). Target groups for this will be farmers, agronomy students and
                    water management experts alike.
                       The simplified board game shall be used for workshops for farmers conducted by
                    Chinese agricultural college graduates. As village officers, they can hopefully use the
                    game during their field work with farmers, and spread the message about sustainable
                    groundwater use.




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                       The complex board game is being custom-produced in a limited number, in order to
                    serve as communication and promotion tool for the ETH project partners. For both the
                    simplified and the complex board game version PDF-files are available for the public
                    containing all game materials.
                       In March 2019, in collaboration with a team from Beijing University a farmers'
                    survey will be conducted. In this survey, traditional questionnaires will be used in
                    combination with the digital game to collect farmers’ responses to different
                    groundwater policies.
                       In addition, the results from the digital game play will be analyzed for extracting the
                    behavioral rules of farmers, which will be used to develop an agent based model in a
                    coupled human-nature system for understanding the development of the groundwater
                    system in Guantao taking into account the farmers' decision-making process.

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                        and https://gamedesign.zhdk.ch/forschung/serious-games/china-groundwater-management-
                        project/.




GamiFIN Conference 2019, Levi, Finland, April 8-10, 2019                                                            276