2. Literature Review
2.2. Role Playing Games
2.2.2. Wat-A-Game
WAG is a toolkit or guideline for developing a RPG about water management, which was recently developed (in 2004) to specifically address issues of water use, management and governance at a small catchment level (Ferrand et al, 2008). WAG is designed as a simplistic tool that is adaptable and easily taught to new game designers, and can be used in water management to facilitate multi-stakeholder engagement and decision making (Rydannykh, 2011). The WAG framework enables the developer to build a simulation model that is specific and unique to their local situation. When the guideline is adopted, it is important that a balance between realism, comprehensibility and playability is achieved to successfully facilitate management, exploration and education of systems (de Fooij, 2011).
Rydannykh (2011) indicated that WAG demonstrates two types of RPGs, namely a common-pool resources management game and a policy simulation exercise. However, this is not to say that WAG cannot be used for training and education as well as for experimental purposes. In many cases, it has been used as a modelling process to compliment and support decision making processes (de Fooij, 2011). Ferrand et al (2008) demonstrated that a WAG allows for “full flexibility in the games settings and
system, it can be adopted to various sites and contexts. In addition, WAG is designed to integrate various viewpoints as a means of enhancing participation and discussion among a range of diverse stakeholders. The justification for the development of such a game was due to the realisation that traditional top down or bottom-up NRM approaches need to be reconciled. This enables a collective learning process that is inclusive of all stakeholders as a means of achieving the integration requirements of NRM (Moreadet et al, 2012). This is justified by the need to create a participatory process that can be upscaled to various institutional and geographic levels.
WAG creates a model of reality that represents the key features and dynamics of a system so that participants can easily identify the system. At the same time, abstraction is created to not only simplify the system but to avoid displaying aspects of reality which may cause tension between participants. The design of the model is usually developed by the facilitator based on research and insight from local experts. Although, when conducting the game with participants, the facilitator can choose to present them with the model they created and allow participants to adjust it as they feel necessary to enhance their sense of ownership. In a case where the facilitator has an extended time period to develop and conduct the game, the model can be developed with the participants to increase the level of ownership, although this is not usually the case (WAG, 2012).
The ‘play’ of the game is regulated by the flow of water from the top of a region to the bottom. Players are provided with certain activities to play based on the role they are representing. These actions use and manipulate the resources in the system with consequential influence other players and their activities. The dynamics, resources, actors and processes of the game depend on the system that it is replicating. The play is altered by the facilitator who applies a different scenario for each round that can be based on seasons, climate, legislation, politics and any other relevant and applicable scenario of the region. Once a round of the game is played, the outcomes are assessed and an action plan may be drawn up for the next round depending on the players’ desires. A game session comprises of an average of 4 to 5 rounds, after which a debriefing is conducted to discuss and conclude the outcomes of the session (WAG, 2012).
2.2.2.1. Types of Wat-A-Game
There are four types or levels of WAG which range from simple, abstract versions to more complex and specific types. (WAG, 2012) They are:
1. Ini-WAG: A simple, quick game based on a generalised, abstracted system that can be used with any audience. Enables participants to understand general aspects of water use, sharing and management generating generalised discussion.
2. Mini-WAG: A slightly more specified game than an Ini-WAG as it provides ‘out-of-the-box’
games that are based on a certain scenario. Current Mini-WAG games that are available are a
‘North’ version which addresses issues faced by European and Meditation types of scenarios, while a ‘South’ version focuses on semi-arid environments.
3. Crea-WAG: Uses the general game elements (bricks, tokens, etc.) in a way that replicates a specific system or region so that participants can adopt the general model to their own situation.
4. Self-WAG: Provides a guideline (methodological booklet) that guides the developer in creating and managing their own WAG, specific to their context.
Figure 2.10 displays an example of an Ini-Wag being played, demonstrating the basic cards and tokens provided for the generalised simulation model.
Figure 2.10: An Ini-WAG being played (Source: WAG, 2012)
The various types of WAG result in the framework having a wide application as a simple Ini-WAG model can be used to quickly and simply enable players to understand the dynamics and interconnectedness of a system, while a Self-WAG enables the understanding of specific complexities whose outcomes can be used for the management of a specific region. The Afromaison project adopted a Self-WAG as a tool for addressing specific issues and challenges of a system and promoting solutions, discussions and decisions making.
The key features of WAG include (WAG, 2012; de Fooij, 2011):
Simple, repeatable and transposable making it is easy to adopt, implement and design
Cost effective as it requires basic equipment (tokens, stones, paper) and does not need modern technology (such as computers) resulting in it being ideal for illiterate and poor regions.
A fun, interesting and interactive mechanism for addressing complex and sensitive issues without fuelling conflict or tension between participants
Scalable in terms of the number of players as well as the size of the system it can represent
Time effective as a game session is only a few hours, commonly half a day
Produces measurable outcomes which can be used to inform decision making and create actions plans (due to its development involving calibration and real dynamics evident in the system)
Easy to teach and set up new games
Adaptable, enabling participants to recognise their own system being simulated, generating results and discussion that are specific to their system
A personal model that is based on region specific elements that stakeholders can identify with, producing management outputs that are based on the thinking and decisions of locals. This gives stakeholders a sense of ownership, not only of the game but of the management plan as a whole
Combines technical and theoretical information with indigenous knowledge as a means of producing a self-analysis management tool that all stakeholders can relate to and use in future planning.
Allows not only the final modelling product, but also the development of the model, to be a process that aids participation and involvement of stakeholders.