Literature DB >> 30229106

Interaction analysis data of simulation gaming events using the serious game Aqua Republica.

Steven Jean1, Wietske Medema1, Jan Adamowski1, Chengzi Chew2, Patrick Delaney2, Arjen Wals3.   

Abstract

The data presented in this article is related to the research article entitled 'Serious games as a catalyst for boundary crossing, collaboration and knowledge co-creation in a watershed governance context' (Jean et al., In press) [1]. Understanding the team dynamics related to serious game simulations is critical for understanding the potential uses and functions of these simulations for knowledge co-creation (Medema et al., 2016) [2]. The data was obtained from four independent serious game simulation events and consists of n = 40 participants. Participants were divided into small teams and were then recorded playing the serious game Aqua Republica (http://aquarepublica.com/). Interactions were tallied and interaction maps created using the visualization software GEPHI (https://gephi.org/). The interaction maps allow for a visual representation of the progression of interactions over the course of four subsequent phases of gameplay (Jordan and Henderson, 1995) [3].

Entities:  

Year:  2018        PMID: 30229106      PMCID: PMC6141151          DOI: 10.1016/j.dib.2018.06.031

Source DB:  PubMed          Journal:  Data Brief        ISSN: 2352-3409


Specifications Table Sample consisted of a variety of stakeholders working in the field of watershed management Teams were recorded playing the serious game Aqua Republica Number of interactions of players in each team were tallied Value of the data Data presented in this Data in Brief transform interactions between participants into interaction maps that allow for a quick visual understanding of interaction dynamics. A visual understanding of the interaction data allows for trends to be spotted that may not be obvious using only numerical data. Data and methods included can be used for a variety of different fields and are not limited to serious game simulations or a watershed governance context. All studies on team and group dynamics can find value in this data and the methods used to visualize team interactions (Fig. 1, Fig. 2, Fig. 3).
Fig. 1

Interaction maps Moncton Team 1 Phase 1–4.

Fig. 2

Interaction maps Moncton Team 2 Phase 2 and 4.

Fig. 3

Interaction maps Halifax Team 1 Phases 1–4.

Interaction maps Moncton Team 1 Phase 1–4. Interaction maps Moncton Team 2 Phase 2 and 4. Interaction maps Halifax Team 1 Phases 1–4.

Data

Audiovisual recordings were used in order to obtain the raw data. Interactions between players were tallied and classified as either (a) directed interactions (between two individuals) or (b) team interactions (broader statements shared with the team) [3], [4], [5]. Team interactions were documented over four phases of gameplay for each game simulation event, for each team (11 teams total). Each of the four phases of gameplay consists of a ten-minute period and is separated from the next phase by another ten-minute period. These four phases are selected over the course of each game simulation event as follows: phase 1 (0–10 min); phase 2 (20–30 min); phase 3 (40–50 min); and phase 4 (60–70 minutes). By dividing the game simulation events into these smaller phases; interactions can be tallied and displayed graphically to provide a visual overview of how team interactions evolve over time [6]. The legend for all the figures included in this Data in Brief is provided in Fig. 4 in the research article entitled ‘Serious games as a catalyst for boundary crossing, collaboration and knowledge co-creation in a watershed governance context’ [1]. Each of the following Tables and Figures (interaction maps) corresponds to one of the eleven teams. Some of the interaction maps for certain teams and specific phases of the game simulation events have been left out of this Data in Brief (i.e. Moncton Team 2 Phases 1 and 3, Ottawa Team 2 Phases 1 and 2, Ottawa Team 3 Phases 1 and 2, and McGill Team 2 Phases 1 and 3) while they have already been provided in the above mentioned research article [1].
Fig. 4

Interaction maps Halifax Team 2 Phases 1–4.

Interaction maps Halifax Team 2 Phases 1–4.

Experimental design, materials, and methods

Study area and participants

As part of this data [1], four game simulation events were organized in Quebec, Ontario and the Maritimes. In Quebec, an event was organized with students from the Integrated Water Resource Management (IWRM) master׳s program at McGill University in Montreal as part of one of their required courses, this particular event was divided into two sessions with two cohorts of students. Two events took place in the Maritimes in association with two local watershed organizations acting as intermediaries for diverse stakeholder teams in their watershed territories, the Petitcodiac Watershed Alliance (PWA) in Moncton and the Sackville River Association (SRA) in Halifax. Both events involved participants from academia, local government, non-profit organizations and conservation authorities. The fourth event was organized in Ontario with the Rideau Valley Conservation Authority (RVCA) in Ottawa, involving employees, stakeholders and members of the board of directors. In total, over the course of the four events, 40 individuals participated in this data. The following table shows a breakdown of the events and the corresponding teams formed from them: (Fig. 5, Fig. 6, Fig. 7, Fig. 8, Fig. 9, Fig. 10, Fig. 11, Table 12).
Fig. 5

Interaction maps Ottawa Team 1 Phases 1–4.

Fig. 6

Interaction maps Ottawa Team 2 Phase 3 and 4.

Fig. 7

Interaction maps Ottawa Team 3 Phase 3 and 4.

Fig. 8

Interaction maps McGill Team 1 Phases 1–4.

Fig. 9

Interaction maps McGill Team 2 Phase 2 and 4.

Fig. 10

Interaction maps McGill Team 3 Phases 1–4.

Fig. 11

Interaction maps McGill Team 4 Phases 1–4.

Table 12

Team composition.

EventParticipantTeams# Team Members
Ottawa (RVCA)10O13
O24
O33
Halifax (SRA)7H13
H24
Moncton (PWA)6M13
M23
McGill17MG15
MG24
MG33
MG$5
Interaction maps Ottawa Team 1 Phases 1–4. Interaction maps Ottawa Team 2 Phase 3 and 4. Interaction maps Ottawa Team 3 Phase 3 and 4. Interaction maps McGill Team 1 Phases 1–4. Interaction maps McGill Team 2 Phase 2 and 4. Interaction maps McGill Team 3 Phases 1–4. Interaction maps McGill Team 4 Phases 1–4.

Materials

For each event laptops were used in order to run the Aqua Republica simulations. Furthermore, camcorders were set up in front of each team in order to obtain audio-visual information for the entire time of gameplay (Table 1, Table 2, Table 3, Table 4, Table 5, Table 6, Table 7, Table 8, Table 9, Table 10, Table 11, Table 12).
Table 1

Interaction data Moncton Team 1.

Moncton Team #1
Phase 1Phase 2
P1P2P3TeamP1P2P3Team
P1X7515P1X5521
P24X315P22X320
P357X10P354X20
Phase 3Phase 4
P1P2P3TeamP1P2P3Team
P1X4324P1X10217
P24X127P25X424
P334X26P336X18
Table 2

Interaction data Moncton Team 2.

Moncton Team #2
Phase 1Phase 2
P1P2P3TeamP1P2P3Team
P1X9521P1X6321
P214X18P27X017
P380X5P320X13
Phase 3Phase 4
P1P2P3TeamP1P2P3Team
P1X4326P1X7522
P24X112P215X120
P321X11P351X7
Table 3

Interaction data Halifax Team 1.

Halifax Team #1
Phase 1Phase 2
P1P2P3TeamP1P2P3Team
P1X4217P1X0416
P26X25P20X08
P351X3P330X13
Phase 3Phase 4
P1P2P3TeamP1P2P3Team
P1X3426P1X1414
P23X218P23X26
P342X20P343X7
Table 4

Interaction data Halifax Team 2.

Halifax Team #2
Phase 1Phase 2
P1P2P3P4TeamP1P2P3P4Team
P1X32215P1X32326
P24X008P23X1117
P340X09P331X117
P4420X7P4300X11
Phase 3Phase 4
P1P2P3P4TeamP1P2P3P4Team
P1X34323P1X22314
P23X0015P23X226
P340X021P332X39
P4300X18P4313X5
Table 5

Interaction data Ottawa Team 1.

Ottawa Team #1
Phase 1Phase 2
P1P2P3TeamP1P2P3Team
P1X909P1X9313
P210X68P28X814
P306X5P325X12
Phase 3Phase 4
123Team123Team
P1X4112P1X4413
P24X615P27X417
P314X14P345X13
Table 6

Interaction data Ottawa Team 2.

Ottawa Team #2
Phase 1Phase 2
P1P2P3P4TeamP1P2P3P4Team
P1X52012P1X12010
P25X3010P21X6019
P313X618P326X420
P4006X9P4013X14
Phase 3Phase 4
P1P2P3P4TeamP1P2P3P4Team
P1X3209P1X2009
P23X3218P23X3116
P304X621P303X719
P4016X16P4015X17
Table 7

Interaction data Ottawa Team 3.

Ottawa Team #3
Phase 1Phase 2
P1P2P3TeamP1P2P3Team
P1X6013P1X1222
P26X315P22X616
P303X8P345X16
Phase 3Phase 4
P1P2P3TeamP1P2P3Team
P1X2217P1X5319
P22X517P23X420
P325X14P334X18
Table 8

Interaction data McGill Team 1.

McGill Team #1
Phase 1Phase 2
P1P2P3P4P5TeamP1P2P3P4P5Team
P1X12113P1X10001
P21X1208P21X31117
P311X5414P302X4116
P4024X212P4024X015
P51152X12P50120X12
Phase 3Phase 4
P1P2P3P4P5TeamP1P2P3P4P5Team
P1X10004P1X00003
P21X30219P20X12214
P303X1016P300X1122
P4001X016P4021X020
P50200X14P51010X19
Table 9

Interaction data McGill Team 2.

McGill Team #2
Phase 1Phase 2
P1P2P3P4TeamP1P2P3P4Team
P1X63214P1X23127
P24X8413P22X5127
P3310X310P335X425
P4324X15P4103X19
Phase 3Phase 4
P1P2P3P4TeamP1P2P3P4Team
P1X107416P1X05433
P27X6417P20X3230
P367X317P344X532
P4323X16P4213X23
Table 10

Interaction data McGill Team 3.

McGill Team #3
Phase 1Phase 2
P1P2P3TeamP1P2P3Team
P1X627P1X2113
P26X914P22X720
P3210X13P317X22
Phase 3Phase 4
P1P2P3TeamP1P2P3Team
P1X2210P1X527
P22X823P22X1112
P327X22P3213X11
Table 11

Interaction data McGill Team 4.

McGill Team #4
Phase 1Phase 2
P1P2P3P4P5TeamP1P2P3P4P5Team
P1X100015P1X101020
P22X01122P21X00034
P300X044P300X000
P4010X218P4000X123
P51100X22P50001X29
Phase 3Phase 4
P1P2P3P4P5TeamP1P2P3P4P5Team
P1X000024P1X20006
P20X00035P22X00016
P300X000P300X000
P4000X029P4000X414
P51000X23P51004X15
Interaction data Moncton Team 1. Interaction data Moncton Team 2. Interaction data Halifax Team 1. Interaction data Halifax Team 2. Interaction data Ottawa Team 1. Interaction data Ottawa Team 2. Interaction data Ottawa Team 3. Interaction data McGill Team 1. Interaction data McGill Team 2. Interaction data McGill Team 3. Interaction data McGill Team 4. Team composition.

Experimental design and methods

Participants for each event were randomly divided into teams and given the chance to play the Aqua Republica serious game. Participants had no say in which team they were a part of. Participants were recorded while playing the game. The recordings were then analyzed and interactions from all participants were tallied and then transformed into interaction maps divided into four 10-min phases (see data section for information on how phases were divided).
Subject areaWater resource management, social sciences, learning sciences
More specific subject areaSerious game simulations
Type of dataTable, figures
How data was acquiredAudiovisual recordings then transformed using GEPHI visualization software
Data formatRaw, analyzed and descriptive data
Experimental factors

Sample consisted of a variety of stakeholders working in the field of watershed management

Teams were recorded playing the serious game Aqua Republica

Number of interactions of players in each team were tallied

Experimental featuresTallied interactions were used to create interaction maps
Data source locationMontreal, Canada; Ottawa, Canada; Moncton, Canada; Halifax, Canada.
Data accessibilityData is included in this article
Related research articleJean S, Medema W, Adamowski J, Chew C, Delaney P, and Wals A. Serious games as a catalyst for boundary crossing, collaboration and knowledge co-creation in a watershed governance context. (in press)
  1 in total

1.  Serious games as a catalyst for boundary crossing, collaboration and knowledge co-creation in a watershed governance context.

Authors:  Steven Jean; Wietske Medema; Jan Adamowski; Chengzi Chew; Patrick Delaney; Arjen Wals
Journal:  J Environ Manage       Date:  2018-07-17       Impact factor: 6.789

  1 in total

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