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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Using serious games for (social) engagement in vision development for circular business parks</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Joline C. Frens</string-name>
          <email>jolinefrens@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Geertje Bekebrede</string-name>
          <email>G.Bekebrede@tudelft.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jaco Quist</string-name>
          <email>J.N.Quist@tudelft.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Delft University of Technology, Faculty Technology</institution>
          ,
          <addr-line>Policy, Management, Jaffalaan 5, 2628 BX Delft</addr-line>
          ,
          <country country="NL">Netherlands</country>
        </aff>
      </contrib-group>
      <fpage>142</fpage>
      <lpage>149</lpage>
      <abstract>
        <p>In order to support transition to a circular economy, visions and strategies need to be developed for which participatory backcasting can be used. This paper reports on the effects of using serious games as a possible supporting (social) engagement and design tool for vision development in participatory backcasting and has been applied to circular business and industry parks. In order to test the effects on (social) engagement, a new framework was developed and used to evaluate engagement by measuring the game experience, perceived influence, and learning, as well as the social connections within these constructs. The effect of the vision design was measured using participant satisfaction and a vision analysis, identifying transformative elements and guiding goals and targets. The results show that a serious game is a suitable tool to support (social) engagement in participatory backcasting. As a design tool, it is suitable for the development of transformative elements, but the used game was not able to create guiding goals and targets.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Serious games</kwd>
        <kwd>participatory backcasting</kwd>
        <kwd>future vision</kwd>
        <kwd>circular economy</kwd>
        <kwd>circular business parks</kwd>
        <kwd>(social) engagement evaluation1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Due to the ecological consequences and increased
resource insecurity caused by the depletion of natural
resources of the incumbent linear economy, the
Netherlands aims for a fully circular economy (CE) in
2050 [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. To guide this transition from a linear to a
circular economy, visions and strategies need to be
developed. One approach enabling actors to create
visions and strategies is participatory backcasting (e.g.
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]), while relevant related approaches include
transition management [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and visioning [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. During
the process of participatory backcasting, stakeholders
develop a shared future vision, after which strategies
can be defined on how this future can become reality
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        Within participatory backcasting, the process of
vision development can be supported by several tools,
including (social) engagement and vision design tools.
However, gaming-based tools have been limitedly
combined with participatory backcasting, though
some examples can be found in the scientific literature
[
        <xref ref-type="bibr" rid="ref10 ref11 ref12 ref13 ref6 ref7 ref8 ref9">6-13</xref>
        ]. By expanding the available tools for vision
development in participatory backcasting, both
researchers and practitioners will get a broader choice
to select an appropriate tool for the vision
development stage in the process. Engagement is
defined as “the willingness to have emotions, affect,
      </p>
      <p>0009-0007-1985-8217 (J. C. Frens); 0000-0001-7884-8835 G.
Bekebrede); 0000-0002-6365-4082 (J. Quist)
© 2024 Copyright for this paper by its authors. The use permitted under
Creative Commons License Attribution 4.0 International (CC BY 4.0).</p>
      <p>CEUR Workshop Proceedings (CEUR-WS.org)
and thoughts directed toward and aroused by the
mediated activity to achieve a specific objective” [1, p.
496].</p>
      <p>The aim of this paper is to explore how serious
games can be used as a design and (social) engagement
tool to support the development of a shared vision. The
research question is: What is the effect of using a
serious game as a (social) engagement and design tool
during the development of the future vision step of
participatory backcasting? The research was
contextualised for the topic of circular business and
industry parks, as their current circularity is very
limited while their circularity potential is huge. The
paper is organized as follows. It provides theoretical
and literature background in Section 2, methodology
in Section 3, results in Section 4, discussion in Section
5 and conclusions and recommendations in Section 6.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Background</title>
      <p>
        Participatory backcasting is an approach to long-term
vision and strategy development. The approach is
based on creating a desirable future (vision) and
looking back from that future to the present followed
by creating a strategy towards the vision [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. In this
research, the methodological framework for
participatory backcasting of Quist [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] is used. In this,
the participatory backcasting process consists of five
iterative stages. These are (1) strategic problem
orientation, (2) develop future vision, (3) backcasting
analysis, (4) elaborate future alternatives and define
follow-up agenda, and (5) embed results and agenda to
stimulate follow-up and implementation. Backcasting
is a normative approach in futures studies focusing on
desirable and sustainable futures. It is different from
forecasting focussing on likely futures, and
exploratory scenario approaches that focus on
possible futures [
        <xref ref-type="bibr" rid="ref14 ref15 ref16 ref3">3,14,15,16</xref>
        ].
      </p>
      <p>
        Participatory backcasting is most useful when
applied to complex societal problems, when there is a
need for major change, when dominant trends
contribute to the problem, when the problem cannot
be solved by market-based solutions, and when there
is a sufficiently long-time horizon to realise the
desirable future [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. All these points apply to the topic
of circular business and industry parks.
      </p>
      <p>
        In this research, the CE framework of Metabolic is
used, called ‘The Seven Pillars of the Circular Economy’
[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. This is a vision-based framework that defines a
circular economy as “a new economic model for
addressing human needs and fairly distributing
resources without undermining the functioning of the
biosphere or crossing any planetary boundaries” [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
This framework is holistic, containing seven pillars
and three surrounding properties. The pillars are
materials, energy, water, biodiversity, society &amp;
culture, health &amp; wellbeing, and value. The properties
are equity, transparency, and resilience [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. On
business and industry parks, circularity based on the
framework can take various shapes and
configurations. Options include, but are not limited to,
exchange of (waste) materials, energy and/or water
between companies (also known as industrial
symbiosis), shared products and/or services, and
giving more space to nature.
      </p>
      <p>
        Participatory backcasting is supported by four
groups of tools. These groups are tools for (social)
engagement, design, analytical, and management,
coordination, and communication. A tool that can be
used for social engagement in participatory
backcasting is gaming. Serious games can be used as
safe innovation space for alternative futures [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. This
gives an indication that games could be used as a
design tool for future visions (step 2 develop future
visions). However, the literature on games for vision
development in participatory backcasting processes is
limited, though a few examples could be identified [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
There is some research combining backcasting and
serious games, mainly using the game as tool during
the backcasting analysis [
        <xref ref-type="bibr" rid="ref12 ref19 ref6 ref8">6, 8, 12, 19</xref>
        ] or separate from
the backcasting process [
        <xref ref-type="bibr" rid="ref10 ref11 ref13 ref7">7, 10 ,11,13</xref>
        ]. Besides creating
a safe innovation space, games can increase
interaction between participants and researchers [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]
and can therefore be used for (social) engagement.
This is especially important during the vision creation
step as it is generally when engagement and
workshops for participatory vision generation start.
      </p>
      <p>
        As a (social) engagement tool, the aim of the game
is (1) to involve stakeholders, and (2) to guide and
generate interaction between the stakeholders [
        <xref ref-type="bibr" rid="ref15 ref16">15,
16</xref>
        ]. The first goal refers to engagement, defined as "the
willingness to have emotions, affect, and thoughts
directed toward and aroused by the mediated activity
to achieve a specific objective" [1, p. 496]. The second
goal refers to social engagement, defined as social
connections and interactions to develop and maintain
the participants' social network [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Methodology</title>
      <p>To research the effects of games on (social)
engagement and vision design, we extensively
evaluated two interventions. The first intervention
was a workshop with master students during their
Industrial Ecology project course on sustainable and
circular Industrial Parks, while the second
intervention was conducted at the business park De
Wildeman, Zaltbommel. The interventions consisted of
a workshop including the game and two
questionnaires. The effects of the game were measured
using observations, questionnaires, and a vision
evaluation.</p>
      <sec id="sec-3-1">
        <title>3.1 Game: CircularPark</title>
        <p>
          The game CircularPark (see Figure 1) is a multiplayer
game consisting of two phases in which groups of three
to six people make a vision for a circular business park.
The first phase consists of several rounds in which the
participants are asked to competitively generate ideas
based on a semi-random brainstorming prompt. A new
brainstorming prompt is created for every round,
consisting of three parts: (1) an element card with
something that could be present at a business park
(e.g., a roof), (2) a theme card relating to the circular
economy (e.g., litter), and (3) a die-throw indicating
whether the idea should be part of a linear or circular
economy (see a,b,c in Figure 1). Both element and
theme cards are chosen by the participants from a
small selection of the cards, giving them influence in
the topics discussed. The ideas are written on an
answer sheet (see d in Figure 1), read out loud and
voted on by the participants. In the second phase, the
participants are asked to collaboratively integrate the
ideas generated in the first phase onto a map of the
business park under study (see e in Figure 1), followed
by adapting and refining the ideas and vision proposal
using the questions on the reflection cards (e.g., What
does the average day look like at the business park of
the vision proposal?; marked as f in Figure 1) [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ].
        </p>
        <p>The gaming workshop consists of three steps: (1)
briefing, (2) gameplay, and (3) debriefing. During the
briefing step, the workshop facilitator gives a short
theoretical background on circularity and explains the
goal and rules of the game, which is followed by the
gameplay. Finally, in the debriefing step, the facilitator
asks probing questions for the participants to reflect
on the experience. For the evaluation the participants
are asked to answer questionnaires before the briefing
and after the debriefing step.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2 Participants</title>
        <p>The game was played two times, with different target
groups.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.2.1 Industrial ecology project: industrial systems</title>
        <p>The first workshop was played with master students
of the Industrial Ecology program, which is a combined
MSc program of Leiden University and Delft University
of Technology, as part of the 10 ects course Industrial
Ecology Project on industrial symbiosis and making
industry parks circular and sustainable.</p>
        <p>During the course, groups of students analyzed and
re-designed an existing industrial park based on three
categories (water, energy, and material flows). The
two-hour workshop was held in the second part of the
course with 15 students working on the Botlek
Industrial Park in Rotterdam, Industrial Park Höchst in
Germany, or Kwinana Industrial Area in Western
Australia. The students had already analyzed the
current state and relevant stakeholders and were
working on a redesign of the selected park. Therefore,
the students could be considered as experts on their
industrial park and qualified to develop a circular
future vision for their parks.</p>
      </sec>
      <sec id="sec-3-4">
        <title>3.2.3 Business park De</title>
      </sec>
      <sec id="sec-3-5">
        <title>Wildeman, Zaltbommel</title>
        <p>
          The second workshop was conducted at the business
park De Wildeman, which is a business park under
development in the municipality of Zaltbommel in the
middle of the Netherlands [
          <xref ref-type="bibr" rid="ref22 ref23 ref24">22-24</xref>
          ]. The park’s
development is based on three core values:
sustainability, safety, and accessibility. To ensure
adherence to these core values, all companies on De
Wildeman are required to join the park management.
In 2017, the business park has written a sustainability
masterplan with the aim to make all business parks in
Zaltbommel energy-positive before 2025 [
          <xref ref-type="bibr" rid="ref25 ref27">25,27</xref>
          ].
        </p>
        <p>The three-hour workshop on De Wildeman was
conducted with three stakeholders: an account
manager from the municipality Zaltbommel, a general
manager of one of the companies on De Wildeman, and
an office manager at De Wildeman. By conducting this
workshop, the perspective of stakeholders of a
business park without extensive sustainability
knowledge is added to the research. The workshop
took place at one of the companies at the business
park.</p>
      </sec>
      <sec id="sec-3-6">
        <title>3.3 Data collection</title>
        <p>The workshops are evaluated on two different criteria:
(1) content of the vision design and (2) the (social)
engagement, as these are the two main reasons to
apply serious games.</p>
      </sec>
      <sec id="sec-3-7">
        <title>3.3.1 Vision design</title>
        <p>
          The outcome of the game is a vision for a circular
business or industry park. It is important that the
vision is of good quality and that the participants are
satisfied with the outcome. To evaluate the quality of
the vision two criteria of Van der Voorn et al. are used
[
          <xref ref-type="bibr" rid="ref28">28</xref>
          ]: (1) the presence of transformative elements, (2)
and presence of goals and guiding targets.
        </p>
        <p>The developed visions were written down in a
meeting report and sent to the participants for
verification. Next, the transformative elements, and
goals and guiding targets were identified in the
developed vision. Next, transformative elements were
assessed on their circularity using the Seven Pillars of
the Circular Economy. The participants' satisfaction
design was measured using self-reporting in the
postquestionnaire. The results were used to interpret how
participants felt about the vision. If a desire to change
the vision was expressed, suggestions were evaluated
by the researcher whether they were an incremental
or radical change to the developed vision.</p>
      </sec>
      <sec id="sec-3-8">
        <title>3.3.2 (Social) engagement</title>
        <p>The effects of the game on (social) engagement were
tested on three dimensions: (1) game experience, (2)
perceived level of influence, and (3) learning. These
dimensions relate to different parts of the definition
for engagement and include willingness to have
emotions, affect, and thoughts directed toward and
aroused by the mediated activity to achieve a specific
objective, respectively.</p>
        <p>
          The construct game experience is used as defined
by Poels et al. [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ]. So, the game experience is split into
three dimensions, each containing several concepts.
The dimensions are: (i) core experience during the
game (competence, sensory &amp; imaginative immersion,
flow, tension/annoyance, challenge, negative affect,
positive affect), (ii) social presence experience
(psychological involvement – empathy, psychological
involvement – negative feelings, behavior
involvement), and (iii) post-game experience (positive
experience, negative experience, tiredness, returning
to reality). Dimensions 1 and 3 relate to the goal of
engagement while dimension 2 relates to the goal of
social engagement. The dimensions can be measured
using the Game Experience Questionnaire (GEQ) [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ].
For every participant, the score for each concept is
calculated individually following the guidelines of the
GEQ. The overall results of the questionnaire are
evaluated per component on what the implications are
on the (social) engagement.
        </p>
        <p>The perceived level of influence on the design is
determined using self-reporting. The results are used
to interpret how the overall participant felt about their
level of influence.</p>
        <p>The construct learning is split into two categories.
The first category is general learning, which covers all
relevant learning that has happened in the workshop.
The second category is learning from other
participants, which covers the social interactions
about the desired subjects. Using the results of the
postquestionnaire, not only the number of people
having learned could be evaluated, but also how this
learning was induced (through the game or through
other participants). Furthermore, changes in
conceptualization of circularity before and after the
workshop, self-reported insights, and the discussion
during debriefing, were used to uncover aspects of
what had been learned .</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Results</title>
      <p>The results of the two workshops are described and
compared below. Due to a technical error, a few
questions were only answered by 5 of the 15 students,
regarding participant satisfaction (see Table 2) and
perceived degree of influence (see Table 3).
Furthermore, participants could leave questions open.
The number of participants is reported per variable.</p>
      <sec id="sec-4-1">
        <title>4.1 Vision design</title>
        <p>
          During the game, the participants made a visual
representation of their proposed vision (see Figure 2
for an example). The vision analysis showed that all the
visions contain transformative elements. Per vision,
transformative elements were identified and grouped
using circular economy principles and the related
pillar(s) of the Circular Economy framework [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. All
vision proposals do contain clear principles relating to
the circular economy that could be used to formulate
goals or guiding targets in a follow-up workshop. All
CE pillars were addressed at least once. The pillar
materials was addressed most often (8x), followed by
society &amp; culture (6x), value (5x), biodiversity (4x),
health &amp; wellbeing (3x), energy (2x), and finally, water
(1x). However, none of the visions contain any explicit
goals or guiding targets. The results of the vision
analyses can be found in Table 1. The detailed visions
can be found in Frens [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ].
        </p>
        <p>The results from the post survey show that five
participants were (very) satisfied with the vision
design. Three students were somewhat neutral by
being neither satisfied nor unsatisfied. On the question
if the participants would like to change the developed
visions, only one out of eight respondents said they
would like to adapt the plan. The results can be found
in Table 2.</p>
        <p>The answers to the questions about the insights of
circularity in general and on the business park,
students reported social and organizational insights,
while seven students especially mentioned that new
management methods are needed. This was also
present in the design of group 1. Four students
explicitly mentioned redistribution of health and three
students said that the wellbeing of people should also
be included. This is also in line with the designs of the
students, where many elements of broader social
values were added to the design.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2 (Social) engagement</title>
      </sec>
      <sec id="sec-4-3">
        <title>4.2.1 Game experience</title>
        <p>The results of the game experience questionnaire
(GEQ) can be found in Figure 3. The results of the
student workshop are plotted on one boxplot per
component. Based on the interquartile range method,
six outliers were detected. Since these are natural
outliers, the data has not been removed from the
results. However, they are plotted separately from the
boxplot to give a more accurate presentation of
division of the data. On top of the student boxplots, the
results of the three stakeholders are plotted.</p>
        <p>For all components of the GEQ, the results of the
stakeholder workshop fall within the total range of the
results of student workshop. For 6 of the 14
components (43%) all stakeholder results fall within
the middle 50% of the student results. For the other 8
components, at least one of the results is located
within this 50% middle range. In total, 11 of the 42
(26%) stakeholder results are outside the 50% middle
range of the student results.</p>
        <p>The results of the GEQ core module of the student
and stakeholder workshop are similar and discussed
together. Results of two components that indicate high
(social) engagement (sensory &amp; imaginative
immersion and positive affect on mood) scored
relatively high, with most results scoring above the
center value. Results for the component flow, which
would also indicate high (social) engagement, have a
broad spread in results. The results of two components
that would have a negative effect on (social)
engagement (tensions/annoyance and negative affect
on mood) scored relatively low with all participants
scoring below the center value.</p>
        <p>For the GEQ post-game module, the student and
stakeholder workshop results are also rather similar.
However, the stakeholder results suggest a more
positive experience compared to the student results.
Components that indicate low (social) engagement
(negative experience and tiredness) score low. The
component that indicates high (social) engagement
(positive experience) shows a broader range of results
for the student workshop. For the stakeholder
workshop, the scoring is neutral to high.</p>
        <p>Finally, the results of the social presence module of
the GEQ of the student and stakeholder workshop are
also similar. The component indicating low (social)
engagement (negative feelings) scores low. The
components indicated high (social) engagement
(empathy and behavioural involvement) score high
and spread results, respectively.</p>
      </sec>
      <sec id="sec-4-4">
        <title>4.2.2 Perceived influence</title>
        <p>Apart from the engagement in the post survey, we
asked the participants to what degree they felt that
they personally had influence on the vision proposal
using a 5-point Likert-scale. The results can be found
in Table 3. Six out of 8 participants said they perceived
a high degree of influence; one person experienced a
low degree of influence and another person some
degree of influence. The student participant
experiencing low influence explained that the vision
was not targeted toward the main areas of interest for
the proposal. The student participants stating high
influence said they were “considerably very involved
throughout the game and felt like [their] voice and
opinion matter” (Translated from Dutch by the
researcher). One of the stakeholders experienced high
influence but the participants were with a small group
with similar world views, which may led to similar
ideas.</p>
      </sec>
      <sec id="sec-4-5">
        <title>4.2.3 Learning</title>
        <p>In the postquestionnaire, participants were asked to
self-report whether they obtained any new insights
about the concept of circularity due to the game or
other participants and if they had obtained any
insights for circularity at their business park.
Furthermore, they were asked whether any part of the
vision proposal had not been thought about before the
workshop. The results are shown in Table 4.</p>
        <p>In the debriefing, participants were asked to share
their insights and how they could use their learning at
the workshop for vision-making in the future. The
students indicated that they would be able to use a
vision-based approach to circular thinking rather than
a strategy-based approach. The main response of the
stakeholders was that they were reminded of the value
of coming to a brainstorm with an open mind, rather
than a goal that needs to be achieved. In both
workshops, the participants were able to have a
valuable and insightful discussion about how they
could use learning and insights of the workshop in
future settings.</p>
        <sec id="sec-4-5-1">
          <title>Any insights</title>
          <p>Insights concept of
circularity from
- other participants
and/or the game
- other participants
- the game
Insights circularity
business park</p>
        </sec>
        <sec id="sec-4-5-2">
          <title>Part of vision proposal not thought about before workshop</title>
        </sec>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Discussion</title>
      <p>Results
students
13 (N=15)
12 (N=15)
10 (N=15)
7 (N=15)
10 (N=15)
3 (N=5)</p>
      <p>Results
stakeholders
3 (N=3)
3 (N=3)
3 (N=3)
2 (N=3)
3 (N=3)
2 (N=3)</p>
      <p>The vision evaluation shows that all visions included
transformative elements, while none had guiding goals
or targets. The presence of transformative elements
can be explained by using semi-random brainstorming
prompts that are not related to the current state of the
business park. By allowing the participants to think
freely and creatively in the first phase, they can
propose ideas for a circular future beyond the
presence. The absence of goals and guiding targets
could be due to the game design. However, the vision
design process usually consists of more than one
workshop. In case of a follow up workshop, guiding
goals and targets can be added. So, if there is a need to
generate or define the goals and guiding targets earlier
in the process, the game can easily be adapted for this.</p>
      <p>In the survey, participants indicated that they
learned about circularity, which is in line with the
observations in the first round, when players were
challenged to give their own ideas of the linear and
circular economy and discuss these. So the game gives
an explorative space to experiment with different
types of circularities and to become creative in the
vision design. This was further supported by the
observation that most participants proposed an idea in
most rounds and could influence the vision proposal.
The final vision proposals not only included ideas from
the first phase, but also adjustments and new ideas
implemented in later phases. Examples of such
creativity include the social, organizational, and
managerial changes in the park to become more
circular. Although such input was part of the CE
framework applied in the game design, it also
facilitated the discussion. In this way the game has
value in the vision design stage of participatory
backcasting. Additionally, the creativity and discussion
showed that the participants were willing to have
thoughts directed towards the development of the
vision using the game, which would indicate a positive
effect on the (social) engagement.</p>
      <p>The results of the GEQ show that the participants
experienced emotions toward the mediated activity.
The results of the social presence module indicate that
these emotions were also directed toward other
participants, and suggest a positive effect on (social)
engagement.</p>
      <p>Finally, the participants were asked whether they
believed to have influenced the developed vision.
Overall, most participants felt involved in the design of
the vision, in line with the goals of (social) engagement
for the game.</p>
      <p>
        This research contributes to the benefits and
drawbacks of using games as tool for participatory
backcasting, which is complementary to prior research
on games in backcasting focusing on the output of
workshops [
        <xref ref-type="bibr" rid="ref10 ref11 ref12 ref13 ref6 ref8 ref9">6, 8-13</xref>
        ]. This explorative study could also
encourage others to develop tools and methods that
could be used within the participatory backcasting
process and evaluate their effects. By developing and
evaluating tools for participatory backcasting on their
effects and conditions for achieving these effects,
practitioners can make more informed decisions on
what methods to use and with what purpose, and
under what conditions and settings.
      </p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusion and recommendations</title>
      <p>The aim of this paper was to explore effect of a serious
game on vision design and (social) engagement in
participatory backcasting. From the results of playing
the games with four teams in two different settings we
can conclude that the game was useful and supportive
to create visions that the participants were on average
(very) satisfied with. The game proved to be useful for
generating transformative ideas but did not lead to
clear goals and targets. This could be overcome by
adding a follow-up session for target setting.</p>
      <p>The aim of (social) engagement tools is to (1)
involve stakeholders and (2) guide and generate
interaction between stakeholders. The results of the
GEQ score and post-game modules indicate a positive
effect of participants being involved (engagement) and
the social presence module indicates a positive effect
on interaction and social engagement during the game.
Finally, the participants on average perceived that they
were able to influence the design of the vision (through
their engagement). In conclusion, our research
suggests that the use of a serious game can have a
positive effect on (social) engagement.</p>
      <p>While our research provides first insights into the
effects of a serious game as (social) engagement and
design tool for vision making during the participatory
backcasting process, it is not without limitations. For
instance, the research is conducted in a short time
period, so it was not possible to incorporate the full
participatory backcasting process or any later effects
in the results. Furthermore, the data gathered have
limitations due to a small number of participants and
all research was conducted using one game. It should
also be mentioned that the participants were aware of
the workshop being organized for study purposes, and
that the developed visions would not have direct
consequences on their actual future planning.</p>
      <p>Finally, several recommendations can be given.
First, participatory backcasting practitioners are
recommended to make use of serious games as a tool
in their toolbox to support the backcasting process.</p>
      <p>Taking advantage of our results, they can consider the
benefits and drawbacks of the tool and decide whether
it would be beneficial for their case. Future research
about the use of gaming could include research on the
effects on follow-up activities. It is also suggested to
organize and study more workshops using different
types of games to compare their effects. Furthermore,
the effects should also be tested in a real future
planning context. In addition, other designers could
develop and test the effect of different tools. The
methods used in this research can be used as initial
framework to test the effects to make the tools and
their effects more comparable.</p>
    </sec>
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