Using serious games for (social) engagement in vision development for circular business parks Joline C. Frens1, Geertje Bekebrede1 and Jaco Quist1 1 Delft University of Technology, Faculty Technology, Policy, Management, Jaffalaan 5, 2628 BX Delft, Netherlands Abstract 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. Keywords Serious games, participatory backcasting, future vision, circular economy, circular business parks, (social) engagement evaluation1 and thoughts directed toward and aroused by the 1. Introduction mediated activity to achieve a specific objective” [1, p. 496]. Due to the ecological consequences and increased The aim of this paper is to explore how serious resource insecurity caused by the depletion of natural games can be used as a design and (social) engagement resources of the incumbent linear economy, the tool to support the development of a shared vision. The Netherlands aims for a fully circular economy (CE) in research question is: What is the effect of using a 2050 [2]. To guide this transition from a linear to a serious game as a (social) engagement and design tool circular economy, visions and strategies need to be during the development of the future vision step of developed. One approach enabling actors to create participatory backcasting? The research was visions and strategies is participatory backcasting (e.g. contextualised for the topic of circular business and [3]), while relevant related approaches include industry parks, as their current circularity is very transition management [4] and visioning [5]. During limited while their circularity potential is huge. The the process of participatory backcasting, stakeholders paper is organized as follows. It provides theoretical develop a shared future vision, after which strategies and literature background in Section 2, methodology can be defined on how this future can become reality in Section 3, results in Section 4, discussion in Section [3]. 5 and conclusions and recommendations in Section 6. Within participatory backcasting, the process of vision development can be supported by several tools, including (social) engagement and vision design tools. 2. Background However, gaming-based tools have been limitedly combined with participatory backcasting, though Participatory backcasting is an approach to long-term some examples can be found in the scientific literature vision and strategy development. The approach is [6-13]. By expanding the available tools for vision based on creating a desirable future (vision) and development in participatory backcasting, both looking back from that future to the present followed researchers and practitioners will get a broader choice by creating a strategy towards the vision [14]. In this to select an appropriate tool for the vision research, the methodological framework for development stage in the process. Engagement is participatory backcasting of Quist [15] is used. In this, defined as “the willingness to have emotions, affect, the participatory backcasting process consists of five 8th International GamiFIN Conference 2024 (GamiFIN 2024) April 2- 5, 2024, Ruka, Finland jolinefrens@gmail.com (J. C. Frens); G.Bekebrede@tudelft.nl (G. Bekebrede); J.N.Quist@tudelft.nl (J. Quist) 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). CEUR Workshop Proceedings (CEUR-WS.org) CEUR ceur-ws.org Workshop ISSN 1613-0073 Proceedings 142 iterative stages. These are (1) strategic problem goal refers to social engagement, defined as social orientation, (2) develop future vision, (3) backcasting connections and interactions to develop and maintain analysis, (4) elaborate future alternatives and define the participants' social network [1]. 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 3. Methodology desirable and sustainable futures. It is different from forecasting focussing on likely futures, and To research the effects of games on (social) exploratory scenario approaches that focus on engagement and vision design, we extensively possible futures [3,14,15,16]. evaluated two interventions. The first intervention Participatory backcasting is most useful when was a workshop with master students during their applied to complex societal problems, when there is a Industrial Ecology project course on sustainable and need for major change, when dominant trends circular Industrial Parks, while the second contribute to the problem, when the problem cannot intervention was conducted at the business park De be solved by market-based solutions, and when there Wildeman, Zaltbommel. The interventions consisted of is a sufficiently long-time horizon to realise the a workshop including the game and two desirable future [16]. All these points apply to the topic questionnaires. The effects of the game were measured of circular business and industry parks. using observations, questionnaires, and a vision In this research, the CE framework of Metabolic is evaluation. used, called ‘The Seven Pillars of the Circular Economy’ [17]. This is a vision-based framework that defines a circular economy as “a new economic model for 3.1 Game: CircularPark addressing human needs and fairly distributing resources without undermining the functioning of the The game CircularPark (see Figure 1) is a multiplayer biosphere or crossing any planetary boundaries” [17]. game consisting of two phases in which groups of three This framework is holistic, containing seven pillars to six people make a vision for a circular business park. and three surrounding properties. The pillars are The first phase consists of several rounds in which the materials, energy, water, biodiversity, society & participants are asked to competitively generate ideas culture, health & wellbeing, and value. The properties based on a semi-random brainstorming prompt. A new are equity, transparency, and resilience [17]. On brainstorming prompt is created for every round, business and industry parks, circularity based on the consisting of three parts: (1) an element card with framework can take various shapes and something that could be present at a business park configurations. Options include, but are not limited to, (e.g., a roof), (2) a theme card relating to the circular exchange of (waste) materials, energy and/or water economy (e.g., litter), and (3) a die-throw indicating between companies (also known as industrial whether the idea should be part of a linear or circular symbiosis), shared products and/or services, and economy (see a,b,c in Figure 1). Both element and giving more space to nature. theme cards are chosen by the participants from a Participatory backcasting is supported by four small selection of the cards, giving them influence in groups of tools. These groups are tools for (social) the topics discussed. The ideas are written on an engagement, design, analytical, and management, answer sheet (see d in Figure 1), read out loud and coordination, and communication. A tool that can be voted on by the participants. In the second phase, the used for social engagement in participatory participants are asked to collaboratively integrate the backcasting is gaming. Serious games can be used as ideas generated in the first phase onto a map of the safe innovation space for alternative futures [18]. This business park under study (see e in Figure 1), followed gives an indication that games could be used as a by adapting and refining the ideas and vision proposal design tool for future visions (step 2 develop future using the questions on the reflection cards (e.g., What visions). However, the literature on games for vision does the average day look like at the business park of development in participatory backcasting processes is the vision proposal?; marked as f in Figure 1) [21]. limited, though a few examples could be identified [7]. The gaming workshop consists of three steps: (1) There is some research combining backcasting and briefing, (2) gameplay, and (3) debriefing. During the serious games, mainly using the game as tool during briefing step, the workshop facilitator gives a short the backcasting analysis [6, 8, 12, 19] or separate from theoretical background on circularity and explains the the backcasting process [7, 10 ,11,13]. Besides creating goal and rules of the game, which is followed by the a safe innovation space, games can increase gameplay. Finally, in the debriefing step, the facilitator interaction between participants and researchers [20] asks probing questions for the participants to reflect and can therefore be used for (social) engagement. on the experience. For the evaluation the participants This is especially important during the vision creation are asked to answer questionnaires before the briefing step as it is generally when engagement and and after the debriefing step. workshops for participatory vision generation start. 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 [15, 16]. 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 143 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. 3.3 Data collection The workshops are evaluated on two different criteria: (1) content of the vision design and (2) the (social) Figure 1: CircularPark game materials: (a) theme engagement, as these are the two main reasons to cards, (b) element cards, (c) circularity die, (d) apply serious games. answer sheet, (e) map business park, and (f) reflection cards 3.3.1 Vision design 3.2 Participants The outcome of the game is a vision for a circular business or industry park. It is important that the The game was played two times, with different target vision is of good quality and that the participants are groups. satisfied with the outcome. To evaluate the quality of the vision two criteria of Van der Voorn et al. are used [28]: (1) the presence of transformative elements, (2) 3.2.1 Industrial ecology and presence of goals and guiding targets. project: industrial systems The developed visions were written down in a meeting report and sent to the participants for verification. Next, the transformative elements, and The first workshop was played with master students goals and guiding targets were identified in the of the Industrial Ecology program, which is a combined developed vision. Next, transformative elements were MSc program of Leiden University and Delft University assessed on their circularity using the Seven Pillars of of Technology, as part of the 10 ects course Industrial the Circular Economy. The participants' satisfaction Ecology Project on industrial symbiosis and making design was measured using self-reporting in the post- industry parks circular and sustainable. questionnaire. The results were used to interpret how During the course, groups of students analyzed and participants felt about the vision. If a desire to change re-designed an existing industrial park based on three the vision was expressed, suggestions were evaluated categories (water, energy, and material flows). The by the researcher whether they were an incremental two-hour workshop was held in the second part of the or radical change to the developed vision. course with 15 students working on the Botlek Industrial Park in Rotterdam, Industrial Park Höchst in Germany, or Kwinana Industrial Area in Western 3.3.2 (Social) engagement Australia. The students had already analyzed the current state and relevant stakeholders and were The effects of the game on (social) engagement were working on a redesign of the selected park. Therefore, tested on three dimensions: (1) game experience, (2) the students could be considered as experts on their perceived level of influence, and (3) learning. These industrial park and qualified to develop a circular dimensions relate to different parts of the definition future vision for their parks. for engagement and include willingness to have emotions, affect, and thoughts directed toward and 3.2.3 Business park De aroused by the mediated activity to achieve a specific objective, respectively. Wildeman, Zaltbommel The construct game experience is used as defined by Poels et al. [29]. So, the game experience is split into The second workshop was conducted at the business three dimensions, each containing several concepts. park De Wildeman, which is a business park under The dimensions are: (i) core experience during the development in the municipality of Zaltbommel in the game (competence, sensory & imaginative immersion, middle of the Netherlands [22-24]. The park’s flow, tension/annoyance, challenge, negative affect, development is based on three core values: positive affect), (ii) social presence experience sustainability, safety, and accessibility. To ensure (psychological involvement – empathy, psychological adherence to these core values, all companies on De involvement – negative feelings, behavior Wildeman are required to join the park management. involvement), and (iii) post-game experience (positive In 2017, the business park has written a sustainability experience, negative experience, tiredness, returning masterplan with the aim to make all business parks in to reality). Dimensions 1 and 3 relate to the goal of Zaltbommel energy-positive before 2025 [25,27]. engagement while dimension 2 relates to the goal of The three-hour workshop on De Wildeman was social engagement. The dimensions can be measured conducted with three stakeholders: an account using the Game Experience Questionnaire (GEQ) [30]. manager from the municipality Zaltbommel, a general For every participant, the score for each concept is 144 calculated individually following the guidelines of the Local resource generation. GEQ. The overall results of the questionnaire are Pillar: Materials evaluated per component on what the implications are More space for nature. on the (social) engagement. Pillar: Biodiversity The perceived level of influence on the design is Space for not-work needs. determined using self-reporting. The results are used Pillars: Value, health & wellbeing, to interpret how the overall participant felt about their and society & culture level of influence. Collaboration between companies The construct learning is split into two categories. on the park grounds. The first category is general learning, which covers all Pillar: Society & culture relevant learning that has happened in the workshop. Shared facilities. NA The second category is learning from other Stakeholder (De Wildeman) participants, which covers the social interactions Pillars: Materials and society & about the desired subjects. Using the results of the culture postquestionnaire, not only the number of people Local energy and resource having learned could be evaluated, but also how this production/ collection. learning was induced (through the game or through Pillars: Energy, materials, and water other participants). Furthermore, changes in Space for not-work needs. conceptualization of circularity before and after the Pillars: Value, health & wellbeing, workshop, self-reported insights, and the discussion and society & culture during debriefing, were used to uncover aspects of More room for nature. what had been learned . Pillar: Biodiversity 4. Results 4.1 Vision design The results of the two workshops are described and During the game, the participants made a visual compared below. Due to a technical error, a few representation of their proposed vision (see Figure 2 questions were only answered by 5 of the 15 students, for an example). The vision analysis showed that all the regarding participant satisfaction (see Table 2) and visions contain transformative elements. Per vision, perceived degree of influence (see Table 3). transformative elements were identified and grouped Furthermore, participants could leave questions open. using circular economy principles and the related The number of participants is reported per variable. pillar(s) of the Circular Economy framework [17]. All vision proposals do contain clear principles relating to Table 1 the circular economy that could be used to formulate Vision analysis goals or guiding targets in a follow-up workshop. All Transformative elements Principle & Goals CE pillars were addressed at least once. The pillar CE pillar(s) and materials was addressed most often (8x), followed by guiding society & culture (6x), value (5x), biodiversity (4x), targets health & wellbeing (3x), energy (2x), and finally, water Restructure management to NA (1x). However, none of the visions contain any explicit repurchase for the environment goals or guiding targets. The results of the vision or society. analyses can be found in Table 1. The detailed visions Student 1 (Botlek) Pillar: Value can be found in Frens [21]. Local resource collection/ generation. Pillars: Materials and energy Recycling of waste materials. Pillar: Materials Repairing existing products. Pillar: Materials Local resource collection. NA Student 2 (Kwinana) Pillar: Materials Recycling post-consumer waste. Pillar: Materials Figure 2: Example output game More space for nature. Pillar: Biodiversity The results from the post survey show that five Space for not-work needs. participants were (very) satisfied with the vision Pillars: Value, health & wellbeing, design. Three students were somewhat neutral by and society & culture being neither satisfied nor unsatisfied. On the question if the participants would like to change the developed Repurchase for the environment or NA visions, only one out of eight respondents said they (Höchst) Student society. would like to adapt the plan. The results can be found 3 Pillars: Value, biodiversity, and in Table 2. society & culture 145 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. Table 2 Frequency table Participant satisfaction Students Stakeholders (n=5) (n=3) Very unsatisfied Somewhat unsatisfied Neither satisfied nor 3 unsatisfied Somewhat satisfied 1 2 Very satisfied 1 1 Wants to change the 1 developed vision 4.2 (Social) engagement 4.2.1 Game experience 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. 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 Figure 3: Results GEQ the middle 50% of the student results. For the other 8 components, at least one of the results is located For the GEQ post-game module, the student and within this 50% middle range. In total, 11 of the 42 stakeholder workshop results are also rather similar. (26%) stakeholder results are outside the 50% middle However, the stakeholder results suggest a more range of the student results. positive experience compared to the student results. The results of the GEQ core module of the student Components that indicate low (social) engagement and stakeholder workshop are similar and discussed (negative experience and tiredness) score low. The together. Results of two components that indicate high component that indicates high (social) engagement (social) engagement (sensory & imaginative (positive experience) shows a broader range of results immersion and positive affect on mood) scored for the student workshop. For the stakeholder relatively high, with most results scoring above the workshop, the scoring is neutral to high. center value. Results for the component flow, which Finally, the results of the social presence module of would also indicate high (social) engagement, have a the GEQ of the student and stakeholder workshop are broad spread in results. The results of two components also similar. The component indicating low (social) that would have a negative effect on (social) engagement (negative feelings) scores low. The engagement (tensions/annoyance and negative affect components indicated high (social) engagement on mood) scored relatively low with all participants (empathy and behavioural involvement) score high scoring below the center value. and spread results, respectively. 146 Table 3 Table 4 Frequency table perceived degree of influence Self-reported insights (learning) Students Stakeholders Results Results (N=5) (N=3) students stakeholders No influence 0 0 Any insights 13 (N=15) 3 (N=3) Low degree of 1 0 Insights concept of influence circularity from Some degree of 1 0 - other participants 12 (N=15) 3 (N=3) influence and/or the game High degree of 3 3 - other participants 10 (N=15) 3 (N=3) influence - the game 7 (N=15) 2 (N=3) Very high degree 0 0 Insights circularity 10 (N=15) 3 (N=3) of influence business park Part of vision proposal 3 (N=5) 2 (N=3) not thought about 4.2.2 Perceived influence before workshop 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 5. Discussion in Table 3. Six out of 8 participants said they perceived The vision evaluation shows that all visions included a high degree of influence; one person experienced a transformative elements, while none had guiding goals low degree of influence and another person some or targets. The presence of transformative elements degree of influence. The student participant can be explained by using semi-random brainstorming experiencing low influence explained that the vision prompts that are not related to the current state of the was not targeted toward the main areas of interest for business park. By allowing the participants to think the proposal. The student participants stating high freely and creatively in the first phase, they can influence said they were “considerably very involved propose ideas for a circular future beyond the throughout the game and felt like [their] voice and presence. The absence of goals and guiding targets opinion matter” (Translated from Dutch by the could be due to the game design. However, the vision researcher). One of the stakeholders experienced high design process usually consists of more than one influence but the participants were with a small group workshop. In case of a follow up workshop, guiding with similar world views, which may led to similar goals and targets can be added. So, if there is a need to ideas. generate or define the goals and guiding targets earlier in the process, the game can easily be adapted for this. 4.2.3 Learning In the survey, participants indicated that they learned about circularity, which is in line with the In the postquestionnaire, participants were asked to observations in the first round, when players were self-report whether they obtained any new insights challenged to give their own ideas of the linear and about the concept of circularity due to the game or circular economy and discuss these. So the game gives other participants and if they had obtained any an explorative space to experiment with different insights for circularity at their business park. types of circularities and to become creative in the Furthermore, they were asked whether any part of the vision design. This was further supported by the vision proposal had not been thought about before the observation that most participants proposed an idea in workshop. The results are shown in Table 4. most rounds and could influence the vision proposal. In the debriefing, participants were asked to share The final vision proposals not only included ideas from their insights and how they could use their learning at the first phase, but also adjustments and new ideas the workshop for vision-making in the future. The implemented in later phases. Examples of such students indicated that they would be able to use a creativity include the social, organizational, and vision-based approach to circular thinking rather than managerial changes in the park to become more a strategy-based approach. The main response of the circular. Although such input was part of the CE stakeholders was that they were reminded of the value framework applied in the game design, it also of coming to a brainstorm with an open mind, rather facilitated the discussion. In this way the game has than a goal that needs to be achieved. In both value in the vision design stage of participatory workshops, the participants were able to have a backcasting. Additionally, the creativity and discussion valuable and insightful discussion about how they showed that the participants were willing to have could use learning and insights of the workshop in thoughts directed towards the development of the future settings. vision using the game, which would indicate a positive effect on the (social) engagement. 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 147 participants, and suggest a positive effect on (social) Taking advantage of our results, they can consider the engagement. benefits and drawbacks of the tool and decide whether Finally, the participants were asked whether they it would be beneficial for their case. Future research believed to have influenced the developed vision. about the use of gaming could include research on the Overall, most participants felt involved in the design of effects on follow-up activities. It is also suggested to the vision, in line with the goals of (social) engagement organize and study more workshops using different for the game. types of games to compare their effects. Furthermore, This research contributes to the benefits and the effects should also be tested in a real future drawbacks of using games as tool for participatory planning context. In addition, other designers could backcasting, which is complementary to prior research develop and test the effect of different tools. The on games in backcasting focusing on the output of methods used in this research can be used as initial workshops [6, 8-13]. 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