Playing for science: Designing science games


Paper by Claudio M Radaelli: “How can science have more impact on policy decisions? The P-Cube Project has approached this question by creating five pedagogical computer games based on missions given to a policy entrepreneur (the player) advocating for science-informed policy decisions. The player explores simplified strategies for policy change rooted in a small number of variables, thus making it possible to learn without a prior background in political science or public administration. The games evolved from the intuition that, instead of making additional efforts to explain science to decision-makers, we should directly empower would-be scientists (our primary audience for the games), post-graduates in public policy and administration, and activists for science. The two design principles of the games revolve around learning about how policy decisions are made (a learning-about-content principle) and reflection. Indeed, the presence of science in the policy process raises ethical and normative decisions, especially when we consider controversial strategies like civil disobedience and alliances with industry. To be on the side of science does not mean to be outside society and politics. I show the motivation, principles, scripts and pilots of the science games, reflecting on how they can be used and for what reasons…(More)”