Documents/ICTTGPM/2: Research Challenges/2.2.4: Serious Gaming for Behavioural Change

2.2.4: Serious Gaming for Behavioural Change

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So far, collaborative ICTs have dramatically augmented the capacity of people to connect and collaborate. Yet, less impact has been achieved in terms of actual change and action, as most collaboration remain confined to an elite of highly- motivated individuals and faces the traditional limits of human attention and motivation. As illustrated in other challenges, ICT can improve data collection and analysis, but if attention and motivation are not present, little impact can be achieved. This challenge deals with the closing loop of collaboration and depicts ICT solutions that enable behavioural change and action. Even when citizens and government are fully aware of necessary policy choices, they might irrationally choose short- term benefits. Simulation and serious gaming offer opportunities to impact on personal incentives to action and showing long- term and systemic effects of individual choices, thereby lowering the engagement barrier to collaborative governance and augmenting its impact. In particular, serious gaming have been developed for educational purposes and raising awareness on particular issues while not requiring high levels of engagement. Simulation tools enable users to see the systemic and long- term impact of their action in a very concrete and tangible form, thereby encouraging more responsible behaviour and long- term thinking. Gaming engages users through the "fun" and "social" dimension, thereby providing incentives towards action. Feedback and simulation systems include both individual and government behaviour, thereby allowing policy- makers and citizens to detect the impact of both individual and policy choices. Engagement of domain experts is a crucial issue for building reliable games and simulation tools. Toolkits and modules enable a wider audience of stakeholders to take a direct, active role in games development, thereby enabling all relevant knowledge to be elicited and captured by the simulation and gaming scenarios and models. Pre- built toolkit enables the creation directly by thematic experts and not by technology experts.

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