"Adaptive Futures" An Interactive Serious Game for Decision-Making and Coastal Hazards - Natural Hazards Research Platform

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"Adaptive Futures" An Interactive Serious Game for Decision-Making and Coastal Hazards - Natural Hazards Research Platform
“Adaptive Futures™”
An Interactive Serious Game for Decision-Making and Coastal
                          Hazards

         Prepared for Natural Hazards Research Platform

                         October 2019
"Adaptive Futures" An Interactive Serious Game for Decision-Making and Coastal Hazards - Natural Hazards Research Platform
Prepared by:
Paula Blackett, Kate Davies, Ben Davies, Paula Holland and Nick Cradock-Henry

For any information regarding this report please contact:
Paula Blackett
Environmental Social Scientist
paula.blackett@niwa.co.nz

+64-7-859 1864
paula.blackett@niwa.co.nz

National Institute of Water & Atmospheric Research Ltd
PO Box 11115
Hamilton 3251

Phone +64 7 856 7026

NIWA CLIENT REPORT No:     2019328HN
Report date:               October 2019
NIWA Project:              GNS18201

 Quality Assurance Statement

                                Reviewed by:                               Stephen FitzHerbert

                                Formatting checked by:                        Alison Bartley

                                Approved for release by:                      Michael Bruce

Cover photo: Seaview – A Typical New Zealand coastal town. (Credit: Monica Pooley)

© All rights reserved. This publication may not be reproduced or copied in any form without the permission of
the copyright owner(s). Such permission is only to be given in accordance with the terms of the client’s
contract with NIWA. This copyright extends to all forms of copying and any storage of material in any kind of
information retrieval system.

Whilst NIWA has used all reasonable endeavours to ensure that the information contained in this document is
accurate, NIWA does not give any express or implied warranty as to the completeness of the information
contained herein, or that it will be suitable for any purpose(s) other than those specifically contemplated
during the Project or agreed by NIWA and the Client.
"Adaptive Futures" An Interactive Serious Game for Decision-Making and Coastal Hazards - Natural Hazards Research Platform
Contents
Executive summary ............................................................................................................. 5

1       Introduction .............................................................................................................. 6

2       Background ............................................................................................................... 7

3       How the game works ................................................................................................. 9
        3.1      The player dashboard – tracking your performance .............................................. 12

4       Game elements........................................................................................................ 13
        4.1      The physical environment....................................................................................... 13
        4.2      The social environment .......................................................................................... 16
        4.3      The financial and economic environment .............................................................. 19
        4.4      Adaptation options in the game ............................................................................. 21

5       Evaluating game outcomes....................................................................................... 28
        5.1      Methods .................................................................................................................. 28
        5.2      Results ..................................................................................................................... 30

6       Discussion ............................................................................................................... 33

7       Conclusions and next steps ...................................................................................... 34

8       Acknowledgements ................................................................................................. 35

9       References............................................................................................................... 35

Appendix A                     Additional Non-Player Character Information ................................... 39

Appendix B                     Additional Evaluation Information .................................................... 42

Tables
Table 4.1:           The RCP’s and their associated potential sea level rise are defined by the
                     range of suggested test scenarios from Table 10 and Table 11 of the
                     Ministry for the Environment guidance Coastal Hazards and Climate
                     Change: Guidance for Local Government 2017 (Bell et al. 2017).                                                          15
Table 4.2:            Average household.                                                                                                     20
Table 4.3:           Average business.                                                                                                       20
Table 4.4:           Sources of cost data.                                                                                                   21
Table 4.5:           Description of the beach re-nourishment option.                                                                         22
Table 5.1:           Learning effects associated with serious games.                                                                         28
"Adaptive Futures" An Interactive Serious Game for Decision-Making and Coastal Hazards - Natural Hazards Research Platform
Figures
Figure 3.1:   The game screen show at the beginning of each turn.                    10
Figure 3.2:   The incidence of damaging storm events for the 10-year period
              2019-2028 as shown to the player.                                      11
Figure 3.3:   Decision steps within the game.                                        11
Figure 3.4:   The player dashboard – tracking your performance within the game.      12
Figure 4.1:   A map of the Seaview community showing the physical setting, the
              different types of properties and business and their position with
              respect to the coast (Credit Monica Pooley).                           14
Figure 4.2:   Non-player character avatars and their location in Seaview township.   17
Figure 5.1:   General evaluation framework to assess learning and adaptability
              outcomes. Adapted from Armitage et al. 2018.                           30
"Adaptive Futures" An Interactive Serious Game for Decision-Making and Coastal Hazards - Natural Hazards Research Platform
Executive summary
This report provides an overview of how Adaptive Futures, an interactive online coastal adaptation
game tailored to engage a range of user interests (e.g., expert decision makers, students, the wider
public), was designed, constructed and tested. Adaptive Futures is a serious game designed to
engage diverse communities and build their capacity for addressing complex sea level rise adaptation
questions. “Serious games” are games or simulations that are used for purposes beyond
entertainment. They are increasingly recognized for their potential to facilitate the exploration of
value-laden and contested decisions, and support learning in diverse communities of stakeholders.

Adaptive Futures introduces players to some of the physical, social, and economic complexities
associated with community-level decision-making and climate change adaptation options. The game
targets learning and experimentation by engaging players in plausible climate change scenarios and
encouraging them to make real world-type decisions in a ‘safe space’. The game can be deployed as a
teaching tool either individually or in a facilitated group setting. It is programmed using the Twine
platform (twinery.org), which is an open-source tool for telling interactive, nonlinear stories. The
format is similar to a Choose-Your-Own-Adventure book, in which the reader makes a decision on
behalf of the character in the story.

Evaluation of the range of learning outcomes associated with game play occurred throughout the
game design and testing process. Games were tested with key target audiences (e.g., expert decision
makers, students, the wider public) through the utilisation of pre- and post- game questionnaires and
more general one-on-one or group discussions. The results of this game play are evaluated against a
learning and outcomes framework based on Armitage et al. (2018) and adapted for the gaming
context. Our findings indicate that through gaming, Adaptive Futures players learn about climate
change impacts, implications and adaptation options for coastal regions. The serious game also
facilitates experimentation with robust management strategies applicable to a range of climate
change scenarios. Access to the game is open to anyone with an internet connection and an interest
in considering and reflecting on decision-making under uncertain and changing conditions 1.

1
 The most recent version of the game can be found here: https://www.niwa.co.nz/natural-
hazards/research-projects/serious-games-for-climate-change-adaptation

“Adaptive Futures TM"                                                                              5
"Adaptive Futures" An Interactive Serious Game for Decision-Making and Coastal Hazards - Natural Hazards Research Platform
1       Introduction
The purpose of this report is to provide an overview of how Adaptive Futures, an interactive online
coastal adaptation game tailored to engage a range of user interests (e.g., expert decision makers,
students, the wider public), was designed, constructed and tested. Adaptive Futures is a serious
game designed to engage diverse communities and build their capacity for addressing complex sea
level rise adaptation questions. Serious games are games or simulations that are used for purposes
beyond entertainment (Flood et al. 2018). They are increasingly recognized for their potential to
facilitate the exploration of value-laden and contested decisions (Mochizuki et al. 2018), and support
learning in diverse communities of stakeholders (Reckien & Eisenack 2013).

This report will first cover some background regarding the use of serious games to address complex
problems such as climate change. Next, the report will outline how the game functions, followed by a
breakdown of the critical elements and building blocks. Finally, a description of the impact of the
game on key target user groups (e.g., expert decision makers, students, the wider public) will be
provided.

6                                                                                “Adaptive Futures TM"
"Adaptive Futures" An Interactive Serious Game for Decision-Making and Coastal Hazards - Natural Hazards Research Platform
2       Background
Climate change is already affecting communities and livelihoods around the world through increased
temperatures, prolonged droughts, violent storms, and other extremes. These impacts are expected
to increase over time (IPCC 2018). In Aotearoa New Zealand (Aotearoa NZ), where there are more
than 18,000 kilometres of coastline, planning for and adapting to the effects of sea level rise are
increasingly urgent concerns (Hayward 2008; Manning et al. 2014). Today there are a range of
adaptation responses available to address climate change (e.g., hard structures, soft engineering
options, relocation), but there is a need for community and provincial buy-in for adaptation option
implementation to progress. Ensuring buy-in requires that communities, iwi, hapū and interest
groups understand the rationale behind options. However, there are multiple possible combinations
of adaptation options to consider over time, often referred to in climate change literature as
‘pathways’ (e.g., Haasnoot et al. 2013; Barnett et al. 2014; Lawrence & Haasnoot 2016; Lawrence et
al. 2019a) The opportunities to take many of these pathways are time-limited, and the choice of
some adaption pathways in the near-term may limit the ability to choose others in the future.
Choosing among a range of pathways is likely to be complicated by strong values, vested interests,
and unequal burdens, and therefore can lead to hotly contested adaptation discussions (Adger 2016;
Bell et al. 2017; Lawrence et al. 2019b).

Given the range of potential paths, their uncertain outcomes, and the social constraints on actions
needed to initiate them, adapting to climate change presents as a ‘wicked problem’ (sensu Rittell &
Webber 1973; Brown et al. 2010) with no clear, single solution and no easy means to test various
options. Wicked problems are characterised by complexity, uncertainty, interdependence, and
dispute, and are found in highly interconnected systems. In these systems, technical analysis alone is
unlikely to lead to successful resolutions. Instead, stakeholder involvement in decision-making is
needed to ensure that multiple conflicting values are aired and negotiated, uncertainties are
examined and understood by those likely to be affected, and increased risks are considered and
managed (Lawrence et al. 2019b; Bell et al. 2017; Balint et al. 2011; Brown et al. 2010).

By using serious games to address climate change, players can learn about the complexity of climate,
and simultaneously develop skills for navigating climate change adaptation (Romero et al. 2014). For
example, players may have to navigate multiple scales (time and/or space), individual and/or
collective problems, and local and/or national issues. Serious games can also encourage players to
consider alternative ways forward (pathways planning), and to trial innovative approaches to
problem-solving (Lawrence & Haasnoot 2017). In this way, players challenge their own existing
beliefs about strategies that will work, confronting their own mental models, and removing potential
barriers to adaptation action (Rumore et al. 2016). Game environments can provide opportunities for
players to go through this process autonomously or collectively, and they can harness local
knowledge or not, depending on their purpose and how they are designed.

Serious games encourage players to practice a range of different skill sets; for example, to be
successful, players may have to follow rules, deploy strategies, make rapid decisions associated with
trade-offs, take risks or resolve conflicts. However, unlike performing these actions in real settings,
where consequences could be detrimental to the wellbeing of the actor or others, the simulated
environment offered by a game gives actors the opportunity to learn, innovate and experiment with
these actions, with consequences that are real in the game world, but pose no threat in reality
(Krotoski 2010). The experimental mindset encouraged by this approach is particularly valuable for
confronting wicked problems where such safety is absent (Le Page 2016; McGonigal 2011).

“Adaptive Futures TM"                                                                                     7
"Adaptive Futures" An Interactive Serious Game for Decision-Making and Coastal Hazards - Natural Hazards Research Platform
While the study of serious games began more than 40 years ago, the concept has only seen
widespread use in addressing wicked or otherwise complex problems in the last two decades
(Wilkinson 2016), and there are still relatively few games designed for climate change adaptation
planning (Flood et al. 2018). Using compelling narratives based on real situations from coastal
Aotearoa NZ, Adaptive Futures is tailored to address this gap, engaging a range of actors in coastal
adaptation planning (e.g., students, Regional Councils, the wider public). Through gaming, players
learn about climate change impacts, implications and adaptation options for coastal regions. The
serious game also facilitates experimentation with robust management strategies applicable to a
range of climate change scenarios.

The most recent version of the game can be found here: https://www.niwa.co.nz/natural-
hazards/research-projects/serious-games-for-climate-change-adaptation

8                                                                                 “Adaptive Futures TM"
"Adaptive Futures" An Interactive Serious Game for Decision-Making and Coastal Hazards - Natural Hazards Research Platform
3       How the game works
Adaptive Futures is a serious game designed to introduce players to some of the complexities
associated with community-level decision-making and climate change adaptation options. As such, a
number of complex components of the game interact to create a plausible adaptation experience for
players. The game targets learning and experimentation by engaging players in plausible climate
change scenarios and encouraging them to make real world-type decisions in a ‘safe space’. The
game can be deployed as a teaching tool either individually or in a facilitated group setting. It is
programmed using the Twine platform (twinery.org), which is an open-source tool for telling
interactive, nonlinear stories. The format is similar to a Choose-Your-Own-Adventure book, in which
the reader makes a decision on behalf of the character in the story. Twine can be used to rapidly
prototype simple games, experiment with game features, and build-in complex functionality as
needed (Salter 2015).

The objective of the game is to protect the Seaview coastal community from the adverse effects of
climate change. Players are positioned as leaders of a ‘Climate Committee’ with the job of addressing
climate change threats such as coastal inundation – which can harm local homes and businesses –
and storm-induced coastal erosion – which can destroy the beach and harm local tourism-based jobs
and businesses. To win the game, the player(s) must retain his/her/their seat on the committee
without being ejected by disgruntled voters. The severity of climate change in the game is reflected
in the rate of sea level rise. This is randomly selected for the player based on different possible
climate scenarios (Tables 10 & 11 from Bell et al. 2017; see also Table 4.1). Options are also built into
the game so that players can apply their own rates of change, if they want to explore specific
scenarios.

All player decisions are made in 10-year blocks and have physical, social, and economic
consequences. The range of possible adaptation responses available to players is limited by factors
such as committee finances and support from the diverse Seaview community. Achieving and
maintaining support requires the player to build trust with community stakeholders and iwi/hapū,
represented in the game by non-player characters (NPCs) who are each imbued with a unique set of
views and values, and who experience the effects of climate change differently depending on their
individual perspective and location within the coastal space. Therefore, the game requires the player
to balance the sometimes conflicting wishes of community stakeholders and iwi/hapū with the need
to manage the immediate and long-term effects of climate change.

At the beginning of each turn, players are presented with a summary of the condition of the town, as
well as a dynamic map of Seaview that shows flood-affected areas (Figure 3.1).

“Adaptive Futures TM"                                                                                   9
"Adaptive Futures" An Interactive Serious Game for Decision-Making and Coastal Hazards - Natural Hazards Research Platform
Figure 3.1: The game screen show at the beginning of each turn.

Different adaptation strategies can be selected to manage the effects of climate change on the
community. Alternatively, players can choose to do nothing and ‘save’ funds for more expensive
options. Adaptation strategies include nourishing beaches, building seawalls, and relocating
segments of the community. Each of the strategies are described in the game, including benefits,
constraints, life span and costs, so players can make informed decisions. The council must have
sufficient funds to purchase an option and selecting certain options may constrain the capacity to use
other options later. Once a decision has been made, the incidence of severe weather events causing
damaging erosion and inundation due to storm surges is calculated and demonstrated (Figure 3.2).

10                                                                               “Adaptive Futures TM"
Figure 3.2: The incidence of damaging storm events for the 10-year period 2019-2028 as shown to the player.

The number of events affects the persistence of any beach re-nourishment sand and the level of
damage to the town. Implications of the preceding adaptation choices, the storm events and the
rising seas is presented to the player once again (as in Figure 3.3). The cycle of making a choice and
experiencing the consequence continues until the player either succeeds in completing the game by
staying in office for 100 years or is removed from office by disgruntled community members.

Figure 3.3: Decision steps within the game.

“Adaptive Futures TM"                                                                                   11
3.1     The player dashboard – tracking your performance
The player is presented with a range of information in the top left corner of the screen (Figure 3.4),
to help assess game progress. This information includes:

Sea level: At no point in the game is the player directly told what rate of sea level rise they are
experiencing. It can only be inferred from the sea level rise values and is designed to accelerate over
time at an unknow rate, similar to the real-world situation. For details see section 4.1.

Budget: This relates to rates paid by community stakeholders and may change as the players are
affected. For details see section 4.3.

Approval rating: The approval rating is based on a unique attitude scoring system developed for the
NPCs. Player approval ratings are calculated as the sum point values from NPC attitudes divided by
the total possible points if all NPCs were in an adaptive state. If the player’s approval rating dips
below 33%, the player is removed from office and the game is over. For details see section 4.2.

Figure 3.4: The player dashboard – tracking your performance within the game.

12                                                                                 “Adaptive Futures TM"
4       Game elements
The elements of the game include physical location (Seaview township), a risk to the community in
the form of sea level rise, a community with a mix of values, interests, motivations, and sources of
income, and a set of adaptation options. These components work together within the game to
simulate a plausible decision-making environment for players to navigate, but game components will
be detailed individually in the following sections before embarking on a description of how the game
works.

4.1     The physical environment
The physical environment in which the game is set has two components; the local geography and
infrastructure that comprises the Seaview community, and the changing coastal environment and
associated erosion and inundation risks that must be confronted.

4.1.1 Local geography and topography
It became clear in the early design of the game that anchoring the game in a real identifiable location
would be problematic. This is primarily because many communities in at-risk locations feel
“watched” and this focus could create unwanted and uncomfortable, and arguably unfair, attention
for an already affected group. However, it remained important to situate the game in a setting that
felt real and closely mirrored reality, so the issues and challenges were plausible and relatable. In the
game, this has resulted in the merging of a real Aotearoa NZ scenario with a more abstracted setting.
The result (Figure 4.1) reflects the broadly applicable experience of many small Aotearoa NZ coastal
communities with valued communal and private assets at risk; a beach which is used by the local
community and visitors; a greenspace with playgrounds and picnic areas; a road along the foreshore
that is the sole access into and out of the community; shops and businesses behind the road; high
value private beachfront homes (red roofs); a motel that accommodates visitors to the area; other
more modest properties (yellow and brown roofs) further away from the sea who are likely to be
beach users but whose own properties are not likely to be affected.

“Adaptive Futures TM"                                                                                  13
Figure 4.1: A map of the Seaview community showing the physical setting, the different types of properties
and business and their position with respect to the coast (Credit Monica Pooley).

The majority of the Seaview infrastructure is located in low-lying areas. The beach has a 20m wide
strip of sand that is used for various forms of recreation; walking, swimming, picnics and BBQs, family
and social events, and social sports. It is very popular on the weekends and difficult to find a car park.
Beach and reserve users often patronise the businesses across the road which are cafes, restaurants,
ice cream shops, high-end clothing, gift and antique shops. Over the last few years there has been
considerable business development and growth in the area.

The 40m wide reserve behind the beach is mostly grass with some large mature shade trees. Three
playgrounds are dotted across the reserve catering to children from toddlers to mid-teens. A popular
shared pathway and cycleway meanders along the edge of the reserve closest to the road, proving a
link to adjacent communities.

Demand for homes in the area is high, with most properties for sale on the market for an average of
15 days and fetching values several hundred thousand dollars above the regional median house
price. A variety of property types (family homes and townhouses) are available, the most valuable of
which are directly adjacent to the local businesses with sea views and easy beach access.

The community is considered a safe place to live and has many long-term residents. The road
provides access in and out of the community; it is the only access to the business near the reserve,
but other properties have additional road access. Behind the community on the hill is a large reserve
area which overlooks the beach. Coastal erosion and inundation associated with rising sea levels will
impact many of the valued elements associated with this community.

14                                                                                   “Adaptive Futures TM"
4.1.2 Risk associated with sea level rise
The two key impacts of climate change-related sea level rise that will be experienced by the
community are coastal erosion and inundation. How quickly these occur in the game will depend on
which Representative Concentration Pathway (RCP) is randomly selected at the start of the game.
The RCP’s and their associated potential sea level rise are defined by the range of suggested test
scenarios from Table 10 and Table 11 of the Ministry for the Environment guidance Coastal Hazards
and Climate Change: Guidance for Local Government 2017 (Bell et al. 2017).

Table 4.1: The RCP’s and their associated potential sea level rise are defined by the range of suggested test
scenarios from Table 10 and Table 11 of the Ministry for the Environment guidance Coastal Hazards and
Climate Change: Guidance for Local Government 2017 (Bell et al. 2017).

“Adaptive Futures TM"                                                                                           15
This information is embedded in the game and informs the underlying changes in sea level. The
emission scenario is randomly selected at the beginning of the game. Damage associated with storm
surge and storm related erosion is determined by the frequency of storms in a 10-year period which
is generated using a probability model linked with realistic occurrences.

4.2    The social environment
The player enters the game environment when sea level rise is beginning to affect Seaview,
impacting areas and activities of value to the local community and iwi/hapū. Initially, this manifests
as beach erosion, but it can include inundation due to coastal flooding associated with storms and/or
sea level rise.

The effects of climate-induced sea level rise on the community of Seaview are reflected in the game
through the physical effects described in the previous section, and also through the eyes of six non-
player characters (NPCs) who have been developed to represent a range of views typically expressed
in coastal adaptation debates (Blackett & Hume 2006; Blackett et al. 2010a and b; Rouse et al. 2016).
These characters help to reflect the complex realities of coastal adaptation to climate change
decision-making.

4.2.1 The non-player characters
Each of the six NPCs included in the game has an avatar image, a key location (Figure 4.2) and a back
story including interests, preferences, values, and attitudes that shape their opinions regarding the
decisions made by the Seaview Climate Committee (for NPC details see Appendix A). The six NPCs
are:

             Kim the fish and chips shop owner.
             Fern the Activist.
             Wehi the Resource Management Officer.

16                                                                               “Adaptive Futures TM"
     Taylor the Tourist.
                    Riley the Ratepayer.
                    Dana the Developer.

Figure 4.2: Non-player character avatars and their location in Seaview township.

Players can learn about the NPCs through an interactive panel displaying the NPC avatars. When an
avatar is clicked, the player can view information about the character’s values and preferences along
with a quote from the character indicating their attitude (the content of which is also determined by
the character’s position in the attitude matrix; see Figure 4.4).

The values expressed by each NPC are loosely associated with one of the four capitals of the Living
Standards Framework (LSF) utilised by the New Zealand Treasury to consider intergenerational
wellbeing in decision-making 2 (Figure 4.3). For example, Kim the Fish & Chips Shop Owner is primarily
concerned about the stability of her business (financial capital), but she is aware of the important
influence of the other three capitals (human, natural, and social) on her business and her wellbeing
in general.

2   https://treasury.govt.nz/information-and-services/nz-economy/living-standards/our-living-standards-framework

“Adaptive Futures TM"                                                                                              17
Figure 4.3: The Living Standards Framework (LSF) and the four capitals approach utilised by the New Zealand
Treasury to promote intergenerational wellbeing.

Throughout game play, NPCs shift their desires, responses, and attitudes towards the Seaview
Climate Committee, depending on the decisions of the committee (the player) and any subsequent
harm they experience from events. Their attitudes towards the committee are positioned within a
unique attitude matrix comprising ‘satisfaction vs trust’ variables (Figure 4.4). The matrix functions as
follows:

Satisfaction: decreases when NPCs experience negative effects from climate change and increases
when those effects are limited.

Trust: decreases when the player pursues adaptation against the character’s wishes and increases
when player pursues adaptation options that align with the player’s wishes.

As the game progresses, each NPC’s position in the matrix will shift, pushing them between four
states:

Adaptive: The NPC is satisfied with their situation but trusts the player to make decisions.

Reactive: The NPC is dissatisfied with their situation but trusts the player to make decisions.

Lethargic: The NPC is satisfied with their situation but does not trust the player to make decisions.

Outraged: The NPC is dissatisfied with their situation but does not trust the player to make decisions.

18                                                                                   “Adaptive Futures TM"
Figure 4.4: Attitude matrix that demonstrates how NPC attitudes towards the Seaview Climate Committee
change.

Each of these states corresponds with a point value, with ‘adaptive’ being the highest and ‘outraged’
being the lowest. Through these states the player receives an ‘approval rating’ which is calculated as
the sum point values from NPC attitudes divided by the total possible points if all NPCs were in the
adaptive state. If the player’s approval rating dips below a certain threshold, the player is removed
from office and the game is over.

The unique combination of the four capitals approach and the attitude matrix prompts players to
consider a range of values and adaptation options, rather than making their decisions purely based
on finances or scientific/engineering options alone. How players engage with the community, and
the adaptation options chosen, influences subsequent NPC behaviour by shifting satisfaction with
current conditions and trust in decision makers.

4.3          The financial and economic environment
Each NPC contributes to the operating budget of the committee through rates (taxes). However,
their contributions rely in their ability to make a living. NPCs that are not harmed by climate change
can continue to contribute fully to taxes – and consequently to the committee’s adaptation fund –
over time. By comparison, NPCs who are somewhat harmed by climate change 3 will only be able to
contribute a portion of their usual amount; while NPCs that have been fully affected by climate
change 4 cease to contribute to the tax base altogether. This is important as it means that poor or
unsustainable investment choices by game players will result in losses to their tax base and impair
their ability to serve the community (by protecting them from future harm). For example, an NPC
with a shop located near the beach will be threatened if beach-going tourists are deterred by
erosion, while they will be fully affected if the shop itself is flooded.

3   Defined as experiencing harm from negative events less than 3 times in a decade.
4   Defined as experiencing harm from negative events 3 or more times in a decade.

“Adaptive Futures TM"                                                                                   19
A financial and economic setting has been constructed for the game based around a plausible
Aotearoa NZ community. The details associated with the plot and game mechanics are described in
the following two subsections.

4.3.1 Background metrics

Community profile
Information from the 2013 national census of New Zealand was used to create a profile of the people
in Seaview. The national average number of residents in a household and national proportions of men
to women were used to generate the gender breakdown in the village. With 62 households in the
village, 186 people exist in the village, of whom 94 are female and 92 are men.

To consider the impact of climate change on families of different wealth, community households were
broken down into lower income-, middle income- and higher income-earners. The ‘average’ profile of
each household is presented in Table 4.2.

Table 4.2: Average household.
                                                                                             Value of possessions on
                                   Income per year          House replacement cost
                                                                                                    premises
 Lower income                          25000                          65,000                        12,500
 Middle income                         75000                         130,000                        25,000
 Higher income                        150000                         250,000                        50,000

Commercial profile
The community contains a total of nine businesses, broken down into four types: large national chain
outlets, medium size businesses, small to medium size businesses and small ‘Mom and Pop’ style
outlets. The ‘average’ profile of each business is presented in Table 4.3. Based on these profiles, 63
staff are employed by the nine businesses. When all employees come from the village, over half of the
village households rely on these jobs. Critically this also means that any harm to the businesses by over
wash jeopardizes the food and income security of affected families.

Table 4.3: Average business.
                                                                             Premises –               Stock and
                               Earnings per year     Average staff
                                                                          replacement cost            equipment
 Mom and Pop                      0.30.52 million             12                   450000                   35000

4.3.2 Financial and economic considerations

Exposure to disaster and potential impacts
The value in the game of community assets at risk of climate change hazards (money, property/
possessions, business assets and family dwellings) are illustrative, being based loosely on estimates of
building costs in a small coastal community. The potential impact of coastal hazards to business and
families reflect financial impacts arising from:

     •   Harm or destruction of assets.
     •   Clean up costs (purchase of cleaning materials e.g., wheelbarrows, bleach, mops etc.).
     •   Lost earnings (due to days of closed business).
     •   Evacuation costs.

20                                                                                             “Adaptive Futures TM"
•    Property storage costs.

The greater the impact on these items, the higher the costs of the disaster event become. The wider
socioeconomic impacts of coastal hazards such as health, lost education and trauma have not been
estimated for the game. Nevertheless, these issues are implied in programmed reactions by different
stakeholder groups to gamer decisions.

Cost of adaptation options
Indicative costs to adapt to coastal hazards have been estimated for proactive impact-reducing
investments such as the establishment of different scales of sea walls, beach nourishment and the
relocation of roads, families and or businesses from hazardous areas. The costs of implementing these
options were based on examples of similar investments made in Aotearoa NZ or elsewhere (Table 4.4).

Table 4.4: Sources of cost data.
      Adaptation option                                      Example                                                   Source
    Seawall                     5m high seawall in French Polynesia                                            Wilks (2013a b)
    Beach nourishment           Bay of Plenty beach nourishment work                                           Herbst et al. (2002)
    Relocation of road          Cost of a new road with relevant cabling etc.,. in Federate States of          Holland (2018)
                                Micronesia

In total, at least 14 separate adaptation options were initially identified 5, some of which could be
targeted in combination with others (at the same time or in sequence). Of all possible options, the
following seven adaptation options were selected and roughly costed for the game (see section 4.4 for
details):

1.         One-off nourishment of beach (lasts 10 years only).
2.         Support householders in Relocation Zone A to move.
3.         Support businesses in Relocation Zone A to move.
4.         Support all households and businesses to relocate from Relocation Zone A.
5.         One-off investment to establish a type 1 seawall (with no investment in maintenance).
6.         One-off investment to establish and maintain a type 2 seawall (with no investment in
           maintenance).
7.         Establish a type 1 seawall and upgrade it to a type 2 seawall after 10 years (no maintenance).

4.4         Adaptation options in the game
 Within the game the players have a range of adaptation options that they can choose to deploy at
any time provided they can pay for it and they have engaged with stakeholders and iwi/hapū as
required (see section 4.4.4 for details on this option). Each option will have a designated lifespan,
achieve specific outcomes, and be associated with a series of advantages and disadvantages that will
affect NPC satisfaction/trust levels and their ability to pay rates.

The options are described in sections 4.4.1 – 4.4.5 below.

5
  1 Beach nourishment; 2 Invest in the construct – but not maintenance of – seawall #1 (tolerating 0.3m or 50 years of sea level rise); 3
Invest in the construct – but not maintenance of – seawall #2 (tolerating 0.7m or over 100 years of sea level rise); 4 Construct Seawall #1
and upgrade to Seawall #2 after 10 years (but do not invest in ongoing maintenance of the seawall); 5 Invest in the construct and ongoing
maintenance of Seawall #1 to remain efficient for 50 years; 6 Invest in the construct and ongoing maintenance of Seawall #2 to remain
efficient for 50 years; 7 Establish Seawall #1 and upgrade to Seawall #2 after 10 years, maintaining its efficiency over a 50 year life; 8
Relocate homes from Relocation Zone A (around inundation area 1); 9 Relocate businesses from Relocation Zone A (around inundation
area 1); 10 Relocate all households and businesses from Relocation Zone A; 11 Pump ponds each time there is over wash/ inundation; 12
Relocate homes from Relocation Zone B; 13 Relocate businesses from Relocation Zone B; 14 Relocate all households and businesses from
Relocation Zone B.

“Adaptive Futures TM"                                                                                                                    21
4.4.1 Beach re-nourishment
Beach re-nourishment is typically a popular option with community members. The details, benefits
and limits are outlined in Table 4.5.

Table 4.5: Description of the beach re-nourishment option.
 Description        Beach re-nourishment is adding sand to the beach to replace that which was lost through erosion.
 Details            Required volume of sand is 30,000 cubic metres of sand.
 Advantages         It is perceived as a natural solution which maintains beach amenity and functionality. It is very popular
                    with the public because it preserves the status quo, and in some cases improves it if the beach is in an
                    eroded state.
 Potential          It is important to note that suitable sand must be sourced for the re-nourishment process form
 issues             elsewhere typically local sand mining operations or harbour dredging. Sand mining tends to be a
                    continuous where it is extracted and opposition to sand extraction from the source location cost may
                    rise over time as competition for sand increases. Sand is eroded during each storm so more than 4
                    storms in 10 years will result in a loss of all the sand present meaning that the player must further
                    nourish the beach.
 Limits             It is not permeant solution as continual replacement of sand is required to replace sand lost due to
                    erosion events. Re nourishment will work until sea level reaches 0.3m above current at which point it
                    will be removed from the list of options.
 Cost                $50,000 per re-nourishment.

4.4.2 Seawalls
Two seawall options are available to the player, a mid-sized wall (Figure 4.5) and a larger wall (Figure
4.6). The difference between the options is related to size, cost and longevity. Seawalls are popular
adaptation options for landowners and business owners with property at risk, however they have
clear benefits and costs associated with them (Table 4.6). Once a sea wall is installed the park and
road behind the wall are re-instated.

Table 4.6: Description of the sea wall (rock revetment) options.
 Description         Sea wall (rock revetment)
 Details             This sea wall is designed to protect against erosion and storms. It will run the length of the beach
                     and look like a sloped surface covered with large rocks, or a vertical rock wall.
 Advantages          Seawalls immediately stop erosion of the beach and the land behind the beach. They protect all the
                     properties, business and infrastructure (roads etc.,) behind the wall.
 Potential issues    It is important to note that sea walls impact the width and appearance of the beach. There will be no
                     high tide beach and at low tide the beach will be narrower have a flat profile and remain damp (no
                     dry sand). Beach amenity and use for locals and visitors are lost in favour of protecting homes,
                     businesses community assets and infrastructure (roads drains etc.,) and parks.
                     Sea walls have design limits and there remains a risk of major storms overtopping the wall and
                     inundating the protected areas. In addition, repairs may be required after frequent storm events.
                     The large sea wall will impact on views of the water from the recreation area.
 Limits              Seawall has design limits which can be exceeded causing flooding issues behind the wall. As sea level
                     over time increases it is likely that the risk of overtopping increases. The design limits of both the sea
                     walls with respect to sea level rise are mid-sized wall 0.3m of SLR, while the large wall will fail after
                     0.7m of SLR.
 Cost                Smaller seawalls cost $100,000, larger sea wall $200,000
                     Requires on-going maintenance.

22                                                                                                    “Adaptive Futures TM"
Figure 4.5: The mid-sized sea wall option (Credit Monica Pooley).

Figure 4.6: The high sea wall option (Credit Monica Pooley).

“Adaptive Futures TM"                                               23
4.4.3 Managed Retreat
Managed retreat, sometime called managed realignment, involves moving community and private
assets away from at risk locations (e.g., moving the front row of homes and business away from the
water) (Owens at al. 2018). The player can choose between two stages of retreat involving different
varying numbers of property and therefore different costs and impacts. The first relocation (Figure
4.7) involves shifting the shops and the first two rows of town houses behind the existing township,
adding additional roading and infrastructure, reshaping the shoreline into a new beach and
playgrounds facilities. A second relocation involves moving the remaining beachfront townhouses
and the motel complex coupled with a reshaping of the beach and foreshore recreation area (Figure
4.8). Both relocations cost $300,000 each. Once both relocations are complete the community is no
longer at risk from sea level rise or storm related inundation. However, the community can only be
relocated if the non-player characters agree and have been consulted.

Figure 4.7: Relocation 1 – Relocation of the front row of town houses, road and shops has allowed for the
recreation of a beach and foreshore recreation space (Credit Monica Pooley).

24                                                                                    “Adaptive Futures TM"
Figure 4.8: Relocation 2 – Relocation of the remaining beach front townhouses and the motel complex
coupled with a reshaping of the beach and foreshore recreation (Credit Monica Pooley).

4.4.4 Engaging with the community
A unique feature of the game is its reminder to players of the need to consult with communities on
key changes. In Aotearoa NZ, the Resource Management Act (1991) sets out how councils make
decisions about activities affecting the environment. This includes major developments such as the
development of new housing estates or – in the case of Adaptative Futures – the potential relocation
of communities and/or businesses. This is further supported in the Ministry for the Environment
guidance Coastal Hazards and Climate Change: Guidance for Local Government 2017 (Bell et al.
2017). Adaptative Futures requires players to spend at least one turn consulting with the community
– hosting a public forum – if they seek to relocate either residents or businesses away from coastal
hazards such as inundation or erosion.

When a player chooses the consultation option, a number of NPCs will attend the meeting and voice
their interests. Consultation has the effect of building trust with attending NPCs through a turn,
which can potentially stave off a no-confidence vote. The likelihood that an NPC will attend a forum
depends on both the disposition of the character and the passage of time. Consultation with certain

“Adaptive Futures TM"                                                                                 25
blocs of NPCs is also necessary in order to proceed with the relocation of residents and businesses
and costs $50,000.

4.4.5 Do nothing option
The decision to do nothing is both an active choice and a result of an inability to finance another
preferred option. However, not acting will have consequences as the sea level rises as illustrated in
the following sequence of diagrams depicting the erosion of the foreshore (Figure 4.9).

Figure 4.9: Erosion of the foreshore if no actions are taken A) Loss of the beach B) Loss of the recreation
reserve C) Loss of the road D) Erosion of shops and motel (Credit Monica Pooley).
 A) Loss of the beach                                    B) Loss of the recreation reserve

     C) Loss of the road                                 D) Erosion of shops and courtyard

26                                                                                       “Adaptive Futures TM"
E ) Loss of the shops and motel

4.4.6 Lifespans of the options as linked to sea level rise
Each adaption option has a life span with is linked to the sea level (Table 4.7). As the limit is
approached the option will begin to fail; how fast this occurs in the game depends on what climate
change scenario is randomly selected at the start of the game.

Table 4.7: Lifespan of adaptation options with respect to sea level rise.

 Adaptation option                         Efficacy limit with respect to sea level rise (lifespan)

 Beach re-nourishment                      0.3 m

 Sea wall mid-sized                        0.3m

 Sea wall large                            0.7m

4.4.7 Other alternatives – considered but discarded
Early development of the game considered a much wider set of strategies, including the pumping of
flooded areas, adding in dune replanting options and other protective use of natural vegetation,
upgrading of small beach walls to more structurally robust ones, and the maintenance of existing
structures. However, these were eventually excluded, as it became apparent through trialling and
testing that very similar dialogue over climate change and its implications could be achieved using a
game with a select number of key adaptation options. In short, other options complicated the game
for no discernible educational gain. If necessary, the game code can be altered to add options to
suit other situations.

Access to insurance and the ability to obtain additional finance (e.g., bank loans) have not been
included within the game structure to avoid over complicating the game. However, these can be
discussed and highlighted through post game conversations.

“Adaptive Futures TM"                                                                                 27
5        Evaluating game outcomes
As the game design has evolved it has been tested with colleagues, key stakeholders and students.
Three types of learning, and ways to evaluate learning, have been reported in the wider game
evaluation literature (Table 5.1). Our methods for testing and evaluating the game are described in
following subsection.

Table 5.1: Learning effects associated with serious games.
    Type of learning       Definition indicators of learning effects               Measures of indicators
 Cognitive learning      Acquire new knowledge                         Test score, changes in centrality and
                         Restructuring of existing knowledge           specificity of knowledge presented in
                                                                       concept maps
 Normative learning      Changes in norms, change in values change     Change in and convergence around
                         in paradigm convergence of group opinion      environmental beliefs participant reflections
                                                                       meeting notes
 Relational learning     Improved understanding of the mindset of      Change in social network structure
                         others, building of relationships enhanced    Participant reflections.
                         trust and co-operation.

5.1      Methods
Evaluation occurred throughout the game design and testing process through pre-game and post-
game questions and more general one-on-one or group discussions (see Appendix B for details).

An early stage evaluation of game play was undertaken at the New Zealand Coastal Society
Conference in Gisborne, Aotearoa NZ in November 2018. This early prototype testing allowed us to
obtain feedback on game development from a knowledgeable expert group. The version of the game
that we tested with this group included sea level rise trajectories, adaptation options, three
characters, decision-maker popularity score and rudimentary financial details regarding expenses
and income. Human ethics approval was granted by the NIWA Human Ethics Application Process
prior to field testing.

Researchers offered conference participants the opportunity to play the game on a tablet during
conference breaks. Game play took approximately 10-15 minutes for one or two rounds of play. Prior
to testing, an evaluation plan (adapted from Baird & Plummer 2014; Baird et al. 2016; Armitage et al.
2018) was created to assess the impact of the game on individual participants and groups. The
evaluation includes an introductory script and several question variants that can be tailored to suit
different contexts and/or players. After being read the introductory script and agreeing to proceed
with game testing, 20 volunteer players tried the game and then provided verbal feedback on their
experience and suggestions for improvement. Players represented a cross section of coastal-focused
council staff, practitioners, researchers and students.

The game was further developed based on feedback from this initial round of testing, plus several
more informal testing sessions with both experts and non-experts in coastal adaptation planning. In
September 2019, a second round of formal testing was conducted with a group of approximately 60
planning students from Waikato University. These participants were more representative of our
target audience (e.g., expert decision makers, students, the wider public). The version of the game
that we tested with this group included sea level rise trajectories, adaptation options, six NPCs, a
decision maker popularity score, the capacity for the decision maker to be voted out of office, the
capacity to consult with NPS, financial details regarding expenses and income, and improved visuals
throughout the game.

28                                                                                          “Adaptive Futures TM"
Pre-arranged groups of 2-4 people played several rounds of the game (approximately 30 minutes
play time total) on shared computers or tablets. Players discussed their responses and approaches as
a group. Some of the groups completed online pre- and post- game questionnaires, but these were
voluntary and not all groups chose to complete them. Players participated in a de-brief discussion
and several groups completed and returned a voluntary written reflection form after playing the
game.

Finally, an email with links to the game associated pre- and post- game questionnaires (Appendix B)
were sent to 20 potential participants who are not coastal or climate experts and represent the
‘wider public’ target audience. The pre-game questionnaire consisted of two participant background
questions and five Likert-scale questions. The post-game questionnaire included four optional
qualitative write-in questions in addition to the same five Likert-scale questions. Participants could
not respond to the post-game survey until they completed at least one round of game play. Eight
participants responded to both the pre- and post- game surveys.

Qualitative game play results and participant observations were evaluated against a learning and
outcomes framework based on Armitage et al. (2018) (Figure 5.1). This framework assesses the
enabling conditions that are required to promote two individual-scale learning effects – cognitive
learning and relational learning – and then goes on to connect this learning (where possible) to either
process or substantive outcomes. This typology of learning effects is adapted from previous studies
that focus on cognitive, relational and normative learning (see Table 4.1, and Munaretto & Huitema
2012; Baird et al. 2014; Baird et al. 2016) in similar collaborative governance contexts. In line with
this literature, cognitive learning is defined here as changes in understanding of social and/or
ecological conditions, relational learning as changes in perceptions of others in regards to efforts to
learn together (e.g., levels of cooperation, trust), and normative learning as changes in participants'
perceptions of the overall benefits of interactions reflected in shifts in values or a convergence of
views (see Munaretto & Huitema 2012; Baird et al. 2014; Armitage et al. 2018). However, several
previous studies attempting to measure normative effects have met with limited success (Munaretto
& Huitema 2012; Haug et al. 2011; Baird et al. 2014; Armitage et al. 2018) and therefore we have left
this component out of our current analysis.

“Adaptive Futures TM"                                                                               29
Figure 5.1: General evaluation framework to assess learning and adaptability outcomes. Adapted from
Armitage et al. 2018.

In our study, the activities are game play, and the collaborative qualities are built into the game (e.g.,
consultation with stakeholders). However, the collaborative qualities can be further enhanced by
employing facilitation techniques. We follow Armitage et al. (2018) in ascribing an operational
definition of outcome that incorporates both process and substantive components. Outcomes are
therefore measured either through perceptions of players (e.g., perceptions that game play has led
to better decision-making – a process outcome) or directly (e.g., winning the game or improving
game score – a substantive outcome).

5.2     Results
The response to the Adaptive Futures game from the initial test sample (November 2018) was overall
very positive in terms of the outcomes that the game is aiming to achieve. All players felt the game
would be a valuable tool to engage and teach a range of audiences about coastal adaptation
strategies. Players reported liking the concept of a serious game and feeling that it was an
appropriate learning and engagement tool. Many players became engrossed in the game themselves,
describing their choices as difficult to make and agonising over how to balance the interests of the
different NPCs.

Many players reported cognitive changes resulting from the game, saying that it made them think
about the consequences of climate change in more concrete ways. For example, one player pointed
out that "The moral of the story is - relocate as soon as you can." Several players also commented on
early stage relational changes that resulted from game play, describing their wish to hear more from
NPC’s, and how they wanted more opportunities to interact with these characters. No substantive
changes were reported by players, but this is not surprising given the short amount of time allocated
for game play. Some players were able to make it to the very end of the game without being voted
out of office, but all reported low popularity scores at the end of the game.

30                                                                                  “Adaptive Futures TM"
Several players reported process changes resulting from game play. For example, one player
admitted that "I would make different decisions if I did it again - do nothing for a while and save
money for re-nourishment and relocation." Another player commented as game play was
proceeding that: “This is stressful! I’m just going to install a higher wall to make the people happy.”
But then at the end of the game, the same player admitted that “In hindsight, I shouldn’t have spent
all my money at the start on a wall.” In these cases, the game clearly facilitated experimentation with
robust management strategies that are applicable to a range of climate change scenarios.

The response to the Adaptive Futures game from the second test sample (September 2019) was also
positive in terms of engagement and teaching coastal adaptation strategies, although the students
mostly felt that the game would be better targeted towards community members who were unlikely
to have much formal education about the effects of sea level rise. All students who completed a pre-
game survey reported that they were at least somewhat familiar with the effects of sea level rise in
Aotearoa NZ, with the majority of students reporting that they were at least moderately familiar with
these effects prior to playing the game. Despite this familiarity with the topic, one area showed
distinctive changes in student beliefs about sea level rise between the pre- and post- game survey
responses. In the pre-game survey, all participants either agreed, somewhat agreed, or were neutral
when asked if sea level rise will happen slowly enough for NZ coastal communities to adapt.
However, in the post-game survey, all participants shifted their opinions to the other end of the
spectrum, and either disagreed or somewhat disagreed with the same statement. This result
indicates that for at least the students who completed the pre- and post- game questionnaires,
cognitive changes occurred because of game play.

The qualitative reflections shared by students on the written evaluation form at the end of the game
play and de-brief discussion, and also on the post-game survey, indicate that the majority of students
also experienced relational changes as a result of game play. Several students wrote that they
learned how difficult it could be to make coastal communities happy with climate change adaptation
decisions (see also Adger 2016). Others described this social component of the game as the most
challenging part of the experience.

All student players indicated that they were able to succeed at the game to some extent (by not
being voted out of office for at least 30 years - although most of the groups made it to at least 60
years into the future, out of a total 100 possible), but they also described ways that they played the
game differently after their first attempt. This indicates that the game encouraged process changes
in players; players considered and experimented with a range of adaptation strategies, rather than
sticking to a single approach to ‘win’ the game.

The small data set collected from the email questionnaires (eight viable pre- and post-
questionnaires) provided some additional data supporting the idea that participants learned from
game play. Although there were not many respondents, overall the findings aligned with much of the
data collected from other test groups. In the pre-game questionnaire, participants were evenly split
between describing themselves as somewhat familiar or moderately familiar with the effects of sea
level rise in Aotearoa NZ. But despite this self-described familiarity, six out of the eight participants
changed their opinions on whether sea level rise will happen slowly enough for NZ coastal
communities to adapt after playing the game, although importantly not all participants changed their
opinions in the same direction. After game play, four participants more strongly disagreed with this
idea, while two more strongly agreed. Two participants did not change their opinions on this topic
from before to after the game. This result indicates that more than half of the participants who
completed the pre- and post- game questionnaires reported cognitive changes because of game play.

“Adaptive Futures TM"                                                                                 31
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