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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Main Authors: Steven Jean, Wietske Medema, Jan Adamowski, Chengzi Chew, Patrick Delaney, Arjen Wals
Format: Article
Language:English
Published: Elsevier 2018-08-01
Series:Data in Brief
Online Access:http://www.sciencedirect.com/science/article/pii/S2352340918306826
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spelling 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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