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12 Participatory Approaches                                     267

              Laboratory settings are very controlled experiments, involving human subjects.
            This is the case for most economic experiments. Participants are encouraged to
            behave with a given rationality through instructions and payments at the end of
            the session. In canonical experiments, analysis of the experiments is performed by
            the scientist. The focus of the analysis is to understand the individual and collective
            behavioural patterns generated by these settings. The purpose of these experiments
            is either (i) to test theories and models, (ii) to gain new knowledge on human
            behavioural patterns in given situations, or (iii) to test new institutional configu-
            rations (Friedman and Sunder 1994). These experiments are particularly efficient
            for situations with strong communication issues or with important interindividual
            interactivity (Ostrom et al. 1994). The issue of simulating a real situation is not
            considered but rather the testing of a theoretical model. This field is currently very
            active and evolves with the emergence of field experiments involving stakeholders
            concerned by the issues idealised in the model tested, asking them to play in their
            environment (Cardenas et al. 2000). With this configuration, interactions are rather
            deep since participants act as parts of the model. The participants convey action
            choices. However, the experimentalist strongly controls the process.
              A platform is an intermediary setting more open to compromise and hybridisation
            than the laboratory. Heterogeneity of participants is also more welcome, since
            the setting is designed to enhance sharing interests. Through experimentation, a
            platform is supposed to bridge the gap between the world of the model and that
            of the stakeholders (Callon and Muniesa 2006). Policy exercises and role-playing
            games, as developed in the companion modelling approach, are kinds of these
            platforms (Richard and Barreteau 2006). Policy exercises embed stakeholders in
            potential situations they might have to face in the future (Toth 1988). They stem
            from war games that have been developed since the time of ancient China and are
            now used in public policy assessment (Duke and Geurts 2004) or environmental
            foresighting (Mermet 1993). They are actually quite similar to the business games
            and the system dynamics trend explained previously in Subsect. 12.2.1. However,
            the underlying social simulation model is rather implicit, though it exists to create
            the potential situation and to help identify the participants relevant to the exercise.
            Association with a computer tool tends to be with a simulation model of the
            environment that does not necessarily involve a social component. The interaction
            between participants and the social model is rather deep since they are pieces of
            the model and connect with the model of their environment. Control of the process
            is rather diffuse. There might be a genuine empowerment of participants since they
            have the possibility of bringing their own parts of the social model to the process and
            can adapt it in ways different to what the designers expected. Alike with laboratory
            settings, platforms provide information to the modeller about behavioural patterns
            of the participants. Reaction to taboos or innovative behaviours in situations new
            to the participants, tacit routines and collective behavioural patterns can be elicited
            using these platforms, while it is difficult with classical interviewing techniques.
              Between experimental laboratory settings and policy exercises, the companion
            modelling approach proposes an association of role-playing games and agent-based
            simulations (Bousquet et al. 2002). Even though authors in this approach claim not
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