Interaction analysis data of simulation gaming events using the serious game Aqua Republica
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 simulatio...
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doaj-cae8c20d106f45a5b47c4008d106d3022020-11-25T01:31:37ZengElsevierData in Brief2352-34092018-08-011923152328Interaction analysis data of simulation gaming events using the serious game Aqua RepublicaSteven Jean0Wietske Medema1Jan Adamowski2Chengzi Chew3Patrick Delaney4Arjen Wals5Department of Bioresource Engineering, McGill University, Ste Anne de Bellevue, Quebec, Canada; Corresponding author.Department of Bioresource Engineering, McGill University, Ste Anne de Bellevue, Quebec, CanadaDepartment of Bioresource Engineering, McGill University, Ste Anne de Bellevue, Quebec, CanadaDHI Canada, 336 Eagle Street North, Unit 1A2, Cambridge, ON, Canada N3H 1C2DHI Canada, 336 Eagle Street North, Unit 1A2, Cambridge, ON, Canada N3H 1C2Department of Social Sciences, Education and Competence Studies, Wageningen University, Wageningen, The NetherlandThe 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].http://www.sciencedirect.com/science/article/pii/S2352340918306826 |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Steven Jean Wietske Medema Jan Adamowski Chengzi Chew Patrick Delaney Arjen Wals |
spellingShingle |
Steven Jean Wietske Medema Jan Adamowski Chengzi Chew Patrick Delaney Arjen Wals Interaction analysis data of simulation gaming events using the serious game Aqua Republica Data in Brief |
author_facet |
Steven Jean Wietske Medema Jan Adamowski Chengzi Chew Patrick Delaney Arjen Wals |
author_sort |
Steven Jean |
title |
Interaction analysis data of simulation gaming events using the serious game Aqua Republica |
title_short |
Interaction analysis data of simulation gaming events using the serious game Aqua Republica |
title_full |
Interaction analysis data of simulation gaming events using the serious game Aqua Republica |
title_fullStr |
Interaction analysis data of simulation gaming events using the serious game Aqua Republica |
title_full_unstemmed |
Interaction analysis data of simulation gaming events using the serious game Aqua Republica |
title_sort |
interaction analysis data of simulation gaming events using the serious game aqua republica |
publisher |
Elsevier |
series |
Data in Brief |
issn |
2352-3409 |
publishDate |
2018-08-01 |
description |
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]. |
url |
http://www.sciencedirect.com/science/article/pii/S2352340918306826 |
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