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12 Participatory Approaches                                     281

            qualitative or quantitative value (visualising probes on graphs or viewpoints on
            maps). They were encouraged to elaborate simple legends, in order to be able to
            share their point of view with the other participants while running the model.
              The first MAS was exclusively used to support the collective thinking on
            which procedures and agents will be affected to players and which ones would
            be automatically simulated by the computer. In the RPG model, the playing board
            was strongly simplified with only four types of land cover. Running the game gives
            participants the opportunity to play individually or collectively by turns, according
            to a precisely defined sequence. While the mayors players draw the limits of the
            urban zone and rank the price of constructible land according to its current land
            use, the developer player sorts randomly a development demand and elaborates a
            strategy (village, density, livelihood). Then begin a series of negotiations between
            the developer and the three mayors in order to decide where to build, at which
            density and with which type of fire prevention equipment. All the players’ decisions
            are input into the computer, and landscape dynamics are simulated by running
            the model. Players get different types of output from the simulation run: budget
            updating, new land-use mapping, popularity scoring. Each round corresponds to a
            3-year lapse and is repeated 3–4 times according to players’ availability.
              A specific effort is made in the RPG design to account for physical remoteness
            and territory identity among participant: the playing room is set up into three
            neighbouring but distinct boxes for the three mayors (each box represents one
            village), one isolated small table for the developer, and another game place with
            two tables, one small for the DDAF and a huge one for NM. Lastly, in a corner, the
            computer stuff is placed with an interactive board than can both be used as a screen
            to project different viewpoints on the map or as an interactive town plan to identify
            the parcels’ number.
              At the end of the game, all the participants are gathered in the computer room and
            discuss collectively, with the support of fast replays of the game played. Different
            topics are tackled related to ecological processes (effect of fire, main dynamics
            observed), attitudes (main concerns, changes in practices) and social behaviours
            (negotiations, alliances, strategies).
              Along these various stages, this experiment features a diversity of involvement
            as well as of structure of interactions. This is synthesised in the Table 12.3 below.


            12.5.2 The AtollGame Experiment


            This study is carried out in the Republic of Kiribati, on the low-lying atoll of Tarawa.
            The water resources are predominantly located in freshwater lenses on the largest
            islands of the atoll. South Tarawa is the capital and main population centre of the
            Republic. The water supply for the urban area of South Tarawa is pumped from
            horizontal infiltration galleries in groundwater protection zones. These currently
            supply about 60% of the needs of South Tarawa’s communities. The government’s
            declaration of water reserves over privately owned land has led to conflicts, illegal
            settlements and vandalism of public assets (Perez et al. 2004).
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