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        <PersonName>Sylvain Dernat</PersonName>
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        <BiographicalNote language="fre">Sylvain Dernat est docteur en sciences de l’éducation et ingénieur en sciences sociales au sein d’INRAE, à l’UMR Territoires. Il est spécialisé dans l’accompagnement de collectifs agricoles dans la transition agroécologique. Il est responsable de la plateforme scientifique et technique Gamae qui développe et évalue des jeux sérieux sur les thématiques agroenvironnementales et alimentaires dans les territoires.</BiographicalNote>
        <BiographicalNote language="eng">&lt;p&gt;An engineer in Social Sciences at INRAE, at the UMR Territoires in Clermont-Ferrand, Sylvain Dernat holds a PhD in Educational Sciences. He specializes in supporting the agro-ecological transition of agricultural collectives. In that regard, he develops and uses games as a tool for learning, dialogue and design. He is responsible for the scientific and technical platform GAMAE, which develops and evaluates serious games on agri-environmental and food issues in the regions. &lt;br&gt;&lt;/p&gt;</BiographicalNote>
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        <BiographicalNote language="fre">Yves Michelin est professeur émérite à VetAgro Sup et chercheur dans l’UMR Territoires. Ses travaux concernent les interactions entre pratiques agricoles, paysages et environnement. Il a développé depuis plus de 25 ans de nombreux jeux sérieux pour faciliter le dialogue entre acteurs de terrain et pour former les étudiants agronomes et géographes à l’analyse systémique et à la gestion de conflits. </BiographicalNote>
        <BiographicalNote language="eng">&lt;p&gt;Yves Michelin is Professor Emeritus at VetAgro Sup and a researcher at Territoires research unit. His work focuses on the interactions between agricultural practices landscapes, and the environment. For over twenty-fi ve years, he¬has developed a number of serious games to facilitate dialogue between stakeholders in the fi eld and train agronomy and geography students in systemic analysis and confl ict management. &lt;br&gt;&lt;/p&gt;</BiographicalNote>
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        <BiographicalNote language="fre">&lt;p&gt;Nolwenn Blache est ingénieur agronome et doctorante en écologie de la santé à VetAgro Sup. Ses travaux portent sur l’analyse des liens entre les dynamiques forestières et les maladies infectieuses vectorielles. Elle a participé au développement de plusieurs jeux sérieux mêlant la santé humaine, la santé animale et la santé de l’environnement.&lt;br&gt;&lt;/p&gt;</BiographicalNote>
        <BiographicalNote language="eng">&lt;p&gt;Nolwenn Blache is an agricultural engineer and PhD student in Health Ecology at VetAgro Sup. Her work focuses on the analysis of the links between forest dynamics and vector-borne infectious diseases. She has participated in the development of several serious games, combining human, animal and environmental health issues. &lt;br&gt;&lt;/p&gt;</BiographicalNote>
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        <Text>&lt;p&gt;There is currently a marked increase in the development of board games related to agriculture and landscape, both in France and worldwide. Too often, however, this enthusiasm leads to isolated initiatives based on trial and error, with varied success that can prove challenging for beginners.&lt;/p&gt;&lt;p&gt;This guide draws on years of collective experience to support the design, facilitation and evaluation of new games in agriculture and land management. The social environment is central to this approach, serving as the driving force behind the gameplay, the resulting learning, and the shifts in attitudes and actions.&lt;/p&gt;&lt;p&gt;The authors provide a highly operational, step-by-step methodical approach for building a game from an initial agricultural or landscape issue, moving from theoretical concepts to evaluation of the final product. Each chapter features a detailed case study to illustrate the design process. Built on decades of expertise, this formalised methodology is designed to be a practical field tool for novice designers everywhere.&lt;/p&gt;</Text>
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        <Text>&lt;p&gt;There is currently a marked increase in the development of board games related to agriculture and landscape. However, this enthusiasm leads to isolated initiatives based on trial and error, with varied success that can prove challenging for beginners. The authors provide a highly operational, step-by-step methodical approach for building a game from an initial agricultural or landscape issue, moving from theoretical concepts to evaluation of the final product.&lt;/p&gt;</Text>
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        <Text>&lt;h4&gt;Acknowledgements&lt;/h4&gt;&lt;h4&gt;General introduction: games in society&lt;/h4&gt;&lt;h3&gt;Part 1. Understanding board games to improve their design&lt;/h3&gt;&lt;h4&gt;1. Key concepts before designing a game&lt;/h4&gt;&lt;h5&gt;What can we learn from the sciences of games (ludology) and play?&lt;/h5&gt;&lt;h5&gt;The five dimensions of playing a game&lt;/h5&gt;&lt;h5&gt;What is a serious game?&lt;/h5&gt;&lt;h5&gt;What is a board game?&lt;/h5&gt;&lt;h5&gt;The game as a means of revealing or transforming social space&lt;/h5&gt;&lt;h4&gt;2. The specificities of games on agriculture and landscape&lt;/h4&gt;&lt;h5&gt;Playing with agriculture: a great classic&lt;/h5&gt;&lt;h5&gt;The multiple complexities of agricultural activity&lt;/h5&gt;&lt;h5&gt;Playing with the landscape adds further complexities&lt;/h5&gt;&lt;h4&gt;3. Towards a typology of board games designed for agriculture and landscape&lt;/h4&gt;&lt;h5&gt;Level 1. Education or awareness-raising through board-based games&lt;/h5&gt;&lt;h5&gt;Level 2. Mutual recognition and building capacity for ‘joint action’&lt;/h5&gt;&lt;h5&gt;Level 3. Cooperation and commitment for ‘project-making’&lt;/h5&gt;&lt;h4&gt;Case study thread for Part 1&lt;/h4&gt;&lt;h3&gt;Part 2. Designing and building a game&lt;/h3&gt;&lt;h5&gt;4. Before getting started&lt;/h5&gt;&lt;h5&gt;What is the game about?&lt;/h5&gt;&lt;h5&gt;What are the game’s objectives?&lt;/h5&gt;&lt;h5&gt;Who is the game’s audience?&lt;/h5&gt;&lt;h4&gt;5. Simplifying reality through modelling&lt;/h4&gt;&lt;h5&gt;How to prepare the conceptual framework for the model&lt;/h5&gt;&lt;h5&gt;How to organise knowledge into a system&lt;/h5&gt;&lt;h5&gt;How to take spatial dynamics into account&lt;/h5&gt;&lt;h5&gt;How to take social phenomena into account&lt;/h5&gt;&lt;h5&gt;Where to include decision-making centres&lt;/h5&gt;&lt;h5&gt;How to calibrate the model&lt;/h5&gt;&lt;h4&gt;6. Creating the game world&lt;/h4&gt;&lt;h5&gt;Who are the players? Who are the agents?&lt;/h5&gt;&lt;h5&gt;How do the players interact: competition or collaboration?&lt;/h5&gt;&lt;h5&gt;How to represent spatial dimensions through the game board&lt;/h5&gt;&lt;h5&gt;How to integrate temporal dimensions into the game&lt;/h5&gt;&lt;h5&gt;What place should be given to chance and to the pleasure of playing?&lt;/h5&gt;&lt;h4&gt;7. Transcribing the model into a game&lt;/h4&gt;&lt;h5&gt;How to move from model to game materials&lt;/h5&gt;&lt;h5&gt;How to represent and manage flows of matter and information&lt;/h5&gt;&lt;h5&gt;How to define the rules of the game&lt;/h5&gt;&lt;h5&gt;How to spice up the game&lt;/h5&gt;&lt;h4&gt;8. Testing the game and making necessary improvements&lt;/h4&gt;&lt;h5&gt;Is the game’s ‘engine’ working properly?&lt;/h5&gt;&lt;h5&gt;Are the rules clear?&lt;/h5&gt;&lt;h5&gt;Is the game fluid?&lt;/h5&gt;&lt;h5&gt;Are the game elements practical?&lt;/h5&gt;&lt;h5&gt;Is the playing time reasonable?&lt;/h5&gt;&lt;h5&gt;Does the game perform well?&lt;/h5&gt;&lt;h4&gt;9. Transforming a game that works into a game that people enjoy&lt;/h4&gt;&lt;h5&gt;Why good graphic design matters&lt;/h5&gt;&lt;h5&gt;The special case of ‘sad games’&lt;/h5&gt;&lt;h5&gt;Are the graphics consistent with the message conveyed by the game?&lt;/h5&gt;&lt;h5&gt;Does the game correspond to its intended audience?&lt;/h5&gt;&lt;h4&gt;Case study thread for Part 2&lt;/h4&gt;&lt;h3&gt;Part 3. Facilitating, evaluating and disseminating a game&lt;/h3&gt;&lt;h4&gt;10. Facilitating a game session&lt;/h4&gt;&lt;h5&gt;Some theoretical points of reference&lt;/h5&gt;&lt;h5&gt;Preparing the game session&lt;/h5&gt;&lt;h5&gt;The roles of the facilitator&lt;/h5&gt;&lt;h4&gt;11.Evaluating the game&lt;/h4&gt;&lt;h5&gt;Some principles of validity for understanding reality&lt;/h5&gt;&lt;h5&gt;Defining your evaluation: understanding the real&lt;/h5&gt;&lt;h5&gt;Defining evaluation levels&lt;/h5&gt;&lt;h5&gt;Assessment tools&lt;/h5&gt;&lt;h4&gt;12. Devising a strategy for disseminating the game&lt;/h4&gt;&lt;h5&gt;Valorising your game: questions to consider in advance&lt;/h5&gt;&lt;h5&gt;Stage A. Baseline profiling of the game to guide valorisation and define an action plan&lt;/h5&gt;&lt;h5&gt;Stages B1 and B2. Who owns your serious game and how can it be protected?&lt;/h5&gt;&lt;h5&gt;Conclusion&lt;/h5&gt;&lt;h4&gt;Case study thread for Part 3&lt;/h4&gt;&lt;h4&gt;Conclusion&lt;/h4&gt;&lt;h4&gt;References&lt;/h4&gt;&lt;h4&gt;List of authors&lt;/h4&gt;</Text>
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        <BiographicalNote language="fre">Sylvain Dernat est docteur en sciences de l’éducation et ingénieur en sciences sociales au sein d’INRAE, à l’UMR Territoires. Il est spécialisé dans l’accompagnement de collectifs agricoles dans la transition agroécologique. Il est responsable de la plateforme scientifique et technique Gamae qui développe et évalue des jeux sérieux sur les thématiques agroenvironnementales et alimentaires dans les territoires.</BiographicalNote>
        <BiographicalNote language="eng">&lt;p&gt;An engineer in Social Sciences at INRAE, at the UMR Territoires in Clermont-Ferrand, Sylvain Dernat holds a PhD in Educational Sciences. He specializes in supporting the agro-ecological transition of agricultural collectives. In that regard, he develops and uses games as a tool for learning, dialogue and design. He is responsible for the scientific and technical platform GAMAE, which develops and evaluates serious games on agri-environmental and food issues in the regions. &lt;br&gt;&lt;/p&gt;</BiographicalNote>
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        <BiographicalNote language="fre">Yves Michelin est professeur émérite à VetAgro Sup et chercheur dans l’UMR Territoires. Ses travaux concernent les interactions entre pratiques agricoles, paysages et environnement. Il a développé depuis plus de 25 ans de nombreux jeux sérieux pour faciliter le dialogue entre acteurs de terrain et pour former les étudiants agronomes et géographes à l’analyse systémique et à la gestion de conflits. </BiographicalNote>
        <BiographicalNote language="eng">&lt;p&gt;Yves Michelin is Professor Emeritus at VetAgro Sup and a researcher at Territoires research unit. His work focuses on the interactions between agricultural practices landscapes, and the environment. For over twenty-fi ve years, he¬has developed a number of serious games to facilitate dialogue between stakeholders in the fi eld and train agronomy and geography students in systemic analysis and confl ict management. &lt;br&gt;&lt;/p&gt;</BiographicalNote>
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        <BiographicalNote language="fre">&lt;p&gt;Nolwenn Blache est ingénieur agronome et doctorante en écologie de la santé à VetAgro Sup. Ses travaux portent sur l’analyse des liens entre les dynamiques forestières et les maladies infectieuses vectorielles. Elle a participé au développement de plusieurs jeux sérieux mêlant la santé humaine, la santé animale et la santé de l’environnement.&lt;br&gt;&lt;/p&gt;</BiographicalNote>
        <BiographicalNote language="eng">&lt;p&gt;Nolwenn Blache is an agricultural engineer and PhD student in Health Ecology at VetAgro Sup. Her work focuses on the analysis of the links between forest dynamics and vector-borne infectious diseases. She has participated in the development of several serious games, combining human, animal and environmental health issues. &lt;br&gt;&lt;/p&gt;</BiographicalNote>
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        <Text>&lt;p&gt;There is currently a marked increase in the development of board games related to agriculture and landscape, both in France and worldwide. Too often, however, this enthusiasm leads to isolated initiatives based on trial and error, with varied success that can prove challenging for beginners.&lt;/p&gt;&lt;p&gt;This guide draws on years of collective experience to support the design, facilitation and evaluation of new games in agriculture and land management. The social environment is central to this approach, serving as the driving force behind the gameplay, the resulting learning, and the shifts in attitudes and actions.&lt;/p&gt;&lt;p&gt;The authors provide a highly operational, step-by-step methodical approach for building a game from an initial agricultural or landscape issue, moving from theoretical concepts to evaluation of the final product. Each chapter features a detailed case study to illustrate the design process. Built on decades of expertise, this formalised methodology is designed to be a practical field tool for novice designers everywhere.&lt;/p&gt;</Text>
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        <Text>&lt;p&gt;There is currently a marked increase in the development of board games related to agriculture and landscape. However, this enthusiasm leads to isolated initiatives based on trial and error, with varied success that can prove challenging for beginners. The authors provide a highly operational, step-by-step methodical approach for building a game from an initial agricultural or landscape issue, moving from theoretical concepts to evaluation of the final product.&lt;/p&gt;</Text>
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        <Text>&lt;h4&gt;Acknowledgements&lt;/h4&gt;&lt;h4&gt;General introduction: games in society&lt;/h4&gt;&lt;h3&gt;Part 1. Understanding board games to improve their design&lt;/h3&gt;&lt;h4&gt;1. Key concepts before designing a game&lt;/h4&gt;&lt;h5&gt;What can we learn from the sciences of games (ludology) and play?&lt;/h5&gt;&lt;h5&gt;The five dimensions of playing a game&lt;/h5&gt;&lt;h5&gt;What is a serious game?&lt;/h5&gt;&lt;h5&gt;What is a board game?&lt;/h5&gt;&lt;h5&gt;The game as a means of revealing or transforming social space&lt;/h5&gt;&lt;h4&gt;2. The specificities of games on agriculture and landscape&lt;/h4&gt;&lt;h5&gt;Playing with agriculture: a great classic&lt;/h5&gt;&lt;h5&gt;The multiple complexities of agricultural activity&lt;/h5&gt;&lt;h5&gt;Playing with the landscape adds further complexities&lt;/h5&gt;&lt;h4&gt;3. Towards a typology of board games designed for agriculture and landscape&lt;/h4&gt;&lt;h5&gt;Level 1. Education or awareness-raising through board-based games&lt;/h5&gt;&lt;h5&gt;Level 2. Mutual recognition and building capacity for ‘joint action’&lt;/h5&gt;&lt;h5&gt;Level 3. Cooperation and commitment for ‘project-making’&lt;/h5&gt;&lt;h4&gt;Case study thread for Part 1&lt;/h4&gt;&lt;h3&gt;Part 2. Designing and building a game&lt;/h3&gt;&lt;h5&gt;4. Before getting started&lt;/h5&gt;&lt;h5&gt;What is the game about?&lt;/h5&gt;&lt;h5&gt;What are the game’s objectives?&lt;/h5&gt;&lt;h5&gt;Who is the game’s audience?&lt;/h5&gt;&lt;h4&gt;5. Simplifying reality through modelling&lt;/h4&gt;&lt;h5&gt;How to prepare the conceptual framework for the model&lt;/h5&gt;&lt;h5&gt;How to organise knowledge into a system&lt;/h5&gt;&lt;h5&gt;How to take spatial dynamics into account&lt;/h5&gt;&lt;h5&gt;How to take social phenomena into account&lt;/h5&gt;&lt;h5&gt;Where to include decision-making centres&lt;/h5&gt;&lt;h5&gt;How to calibrate the model&lt;/h5&gt;&lt;h4&gt;6. Creating the game world&lt;/h4&gt;&lt;h5&gt;Who are the players? Who are the agents?&lt;/h5&gt;&lt;h5&gt;How do the players interact: competition or collaboration?&lt;/h5&gt;&lt;h5&gt;How to represent spatial dimensions through the game board&lt;/h5&gt;&lt;h5&gt;How to integrate temporal dimensions into the game&lt;/h5&gt;&lt;h5&gt;What place should be given to chance and to the pleasure of playing?&lt;/h5&gt;&lt;h4&gt;7. Transcribing the model into a game&lt;/h4&gt;&lt;h5&gt;How to move from model to game materials&lt;/h5&gt;&lt;h5&gt;How to represent and manage flows of matter and information&lt;/h5&gt;&lt;h5&gt;How to define the rules of the game&lt;/h5&gt;&lt;h5&gt;How to spice up the game&lt;/h5&gt;&lt;h4&gt;8. Testing the game and making necessary improvements&lt;/h4&gt;&lt;h5&gt;Is the game’s ‘engine’ working properly?&lt;/h5&gt;&lt;h5&gt;Are the rules clear?&lt;/h5&gt;&lt;h5&gt;Is the game fluid?&lt;/h5&gt;&lt;h5&gt;Are the game elements practical?&lt;/h5&gt;&lt;h5&gt;Is the playing time reasonable?&lt;/h5&gt;&lt;h5&gt;Does the game perform well?&lt;/h5&gt;&lt;h4&gt;9. Transforming a game that works into a game that people enjoy&lt;/h4&gt;&lt;h5&gt;Why good graphic design matters&lt;/h5&gt;&lt;h5&gt;The special case of ‘sad games’&lt;/h5&gt;&lt;h5&gt;Are the graphics consistent with the message conveyed by the game?&lt;/h5&gt;&lt;h5&gt;Does the game correspond to its intended audience?&lt;/h5&gt;&lt;h4&gt;Case study thread for Part 2&lt;/h4&gt;&lt;h3&gt;Part 3. Facilitating, evaluating and disseminating a game&lt;/h3&gt;&lt;h4&gt;10. Facilitating a game session&lt;/h4&gt;&lt;h5&gt;Some theoretical points of reference&lt;/h5&gt;&lt;h5&gt;Preparing the game session&lt;/h5&gt;&lt;h5&gt;The roles of the facilitator&lt;/h5&gt;&lt;h4&gt;11.Evaluating the game&lt;/h4&gt;&lt;h5&gt;Some principles of validity for understanding reality&lt;/h5&gt;&lt;h5&gt;Defining your evaluation: understanding the real&lt;/h5&gt;&lt;h5&gt;Defining evaluation levels&lt;/h5&gt;&lt;h5&gt;Assessment tools&lt;/h5&gt;&lt;h4&gt;12. Devising a strategy for disseminating the game&lt;/h4&gt;&lt;h5&gt;Valorising your game: questions to consider in advance&lt;/h5&gt;&lt;h5&gt;Stage A. Baseline profiling of the game to guide valorisation and define an action plan&lt;/h5&gt;&lt;h5&gt;Stages B1 and B2. Who owns your serious game and how can it be protected?&lt;/h5&gt;&lt;h5&gt;Conclusion&lt;/h5&gt;&lt;h4&gt;Case study thread for Part 3&lt;/h4&gt;&lt;h4&gt;Conclusion&lt;/h4&gt;&lt;h4&gt;References&lt;/h4&gt;&lt;h4&gt;List of authors&lt;/h4&gt;</Text>
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        <BiographicalNote language="fre">Sylvain Dernat est docteur en sciences de l’éducation et ingénieur en sciences sociales au sein d’INRAE, à l’UMR Territoires. Il est spécialisé dans l’accompagnement de collectifs agricoles dans la transition agroécologique. Il est responsable de la plateforme scientifique et technique Gamae qui développe et évalue des jeux sérieux sur les thématiques agroenvironnementales et alimentaires dans les territoires.</BiographicalNote>
        <BiographicalNote language="eng">&lt;p&gt;An engineer in Social Sciences at INRAE, at the UMR Territoires in Clermont-Ferrand, Sylvain Dernat holds a PhD in Educational Sciences. He specializes in supporting the agro-ecological transition of agricultural collectives. In that regard, he develops and uses games as a tool for learning, dialogue and design. He is responsible for the scientific and technical platform GAMAE, which develops and evaluates serious games on agri-environmental and food issues in the regions. &lt;br&gt;&lt;/p&gt;</BiographicalNote>
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        <BiographicalNote language="fre">Yves Michelin est professeur émérite à VetAgro Sup et chercheur dans l’UMR Territoires. Ses travaux concernent les interactions entre pratiques agricoles, paysages et environnement. Il a développé depuis plus de 25 ans de nombreux jeux sérieux pour faciliter le dialogue entre acteurs de terrain et pour former les étudiants agronomes et géographes à l’analyse systémique et à la gestion de conflits. </BiographicalNote>
        <BiographicalNote language="eng">&lt;p&gt;Yves Michelin is Professor Emeritus at VetAgro Sup and a researcher at Territoires research unit. His work focuses on the interactions between agricultural practices landscapes, and the environment. For over twenty-fi ve years, he¬has developed a number of serious games to facilitate dialogue between stakeholders in the fi eld and train agronomy and geography students in systemic analysis and confl ict management. &lt;br&gt;&lt;/p&gt;</BiographicalNote>
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        <BiographicalNote language="fre">&lt;p&gt;Nolwenn Blache est ingénieur agronome et doctorante en écologie de la santé à VetAgro Sup. Ses travaux portent sur l’analyse des liens entre les dynamiques forestières et les maladies infectieuses vectorielles. Elle a participé au développement de plusieurs jeux sérieux mêlant la santé humaine, la santé animale et la santé de l’environnement.&lt;br&gt;&lt;/p&gt;</BiographicalNote>
        <BiographicalNote language="eng">&lt;p&gt;Nolwenn Blache is an agricultural engineer and PhD student in Health Ecology at VetAgro Sup. Her work focuses on the analysis of the links between forest dynamics and vector-borne infectious diseases. She has participated in the development of several serious games, combining human, animal and environmental health issues. &lt;br&gt;&lt;/p&gt;</BiographicalNote>
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        <Text>&lt;p&gt;There is currently a marked increase in the development of board games related to agriculture and landscape, both in France and worldwide. Too often, however, this enthusiasm leads to isolated initiatives based on trial and error, with varied success that can prove challenging for beginners.&lt;/p&gt;&lt;p&gt;This guide draws on years of collective experience to support the design, facilitation and evaluation of new games in agriculture and land management. The social environment is central to this approach, serving as the driving force behind the gameplay, the resulting learning, and the shifts in attitudes and actions.&lt;/p&gt;&lt;p&gt;The authors provide a highly operational, step-by-step methodical approach for building a game from an initial agricultural or landscape issue, moving from theoretical concepts to evaluation of the final product. Each chapter features a detailed case study to illustrate the design process. Built on decades of expertise, this formalised methodology is designed to be a practical field tool for novice designers everywhere.&lt;/p&gt;</Text>
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        <Text>&lt;p&gt;There is currently a marked increase in the development of board games related to agriculture and landscape. However, this enthusiasm leads to isolated initiatives based on trial and error, with varied success that can prove challenging for beginners. The authors provide a highly operational, step-by-step methodical approach for building a game from an initial agricultural or landscape issue, moving from theoretical concepts to evaluation of the final product.&lt;/p&gt;</Text>
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        <Text>&lt;h4&gt;Acknowledgements&lt;/h4&gt;&lt;h4&gt;General introduction: games in society&lt;/h4&gt;&lt;h3&gt;Part 1. Understanding board games to improve their design&lt;/h3&gt;&lt;h4&gt;1. Key concepts before designing a game&lt;/h4&gt;&lt;h5&gt;What can we learn from the sciences of games (ludology) and play?&lt;/h5&gt;&lt;h5&gt;The five dimensions of playing a game&lt;/h5&gt;&lt;h5&gt;What is a serious game?&lt;/h5&gt;&lt;h5&gt;What is a board game?&lt;/h5&gt;&lt;h5&gt;The game as a means of revealing or transforming social space&lt;/h5&gt;&lt;h4&gt;2. The specificities of games on agriculture and landscape&lt;/h4&gt;&lt;h5&gt;Playing with agriculture: a great classic&lt;/h5&gt;&lt;h5&gt;The multiple complexities of agricultural activity&lt;/h5&gt;&lt;h5&gt;Playing with the landscape adds further complexities&lt;/h5&gt;&lt;h4&gt;3. Towards a typology of board games designed for agriculture and landscape&lt;/h4&gt;&lt;h5&gt;Level 1. Education or awareness-raising through board-based games&lt;/h5&gt;&lt;h5&gt;Level 2. Mutual recognition and building capacity for ‘joint action’&lt;/h5&gt;&lt;h5&gt;Level 3. Cooperation and commitment for ‘project-making’&lt;/h5&gt;&lt;h4&gt;Case study thread for Part 1&lt;/h4&gt;&lt;h3&gt;Part 2. Designing and building a game&lt;/h3&gt;&lt;h5&gt;4. Before getting started&lt;/h5&gt;&lt;h5&gt;What is the game about?&lt;/h5&gt;&lt;h5&gt;What are the game’s objectives?&lt;/h5&gt;&lt;h5&gt;Who is the game’s audience?&lt;/h5&gt;&lt;h4&gt;5. Simplifying reality through modelling&lt;/h4&gt;&lt;h5&gt;How to prepare the conceptual framework for the model&lt;/h5&gt;&lt;h5&gt;How to organise knowledge into a system&lt;/h5&gt;&lt;h5&gt;How to take spatial dynamics into account&lt;/h5&gt;&lt;h5&gt;How to take social phenomena into account&lt;/h5&gt;&lt;h5&gt;Where to include decision-making centres&lt;/h5&gt;&lt;h5&gt;How to calibrate the model&lt;/h5&gt;&lt;h4&gt;6. Creating the game world&lt;/h4&gt;&lt;h5&gt;Who are the players? Who are the agents?&lt;/h5&gt;&lt;h5&gt;How do the players interact: competition or collaboration?&lt;/h5&gt;&lt;h5&gt;How to represent spatial dimensions through the game board&lt;/h5&gt;&lt;h5&gt;How to integrate temporal dimensions into the game&lt;/h5&gt;&lt;h5&gt;What place should be given to chance and to the pleasure of playing?&lt;/h5&gt;&lt;h4&gt;7. Transcribing the model into a game&lt;/h4&gt;&lt;h5&gt;How to move from model to game materials&lt;/h5&gt;&lt;h5&gt;How to represent and manage flows of matter and information&lt;/h5&gt;&lt;h5&gt;How to define the rules of the game&lt;/h5&gt;&lt;h5&gt;How to spice up the game&lt;/h5&gt;&lt;h4&gt;8. Testing the game and making necessary improvements&lt;/h4&gt;&lt;h5&gt;Is the game’s ‘engine’ working properly?&lt;/h5&gt;&lt;h5&gt;Are the rules clear?&lt;/h5&gt;&lt;h5&gt;Is the game fluid?&lt;/h5&gt;&lt;h5&gt;Are the game elements practical?&lt;/h5&gt;&lt;h5&gt;Is the playing time reasonable?&lt;/h5&gt;&lt;h5&gt;Does the game perform well?&lt;/h5&gt;&lt;h4&gt;9. Transforming a game that works into a game that people enjoy&lt;/h4&gt;&lt;h5&gt;Why good graphic design matters&lt;/h5&gt;&lt;h5&gt;The special case of ‘sad games’&lt;/h5&gt;&lt;h5&gt;Are the graphics consistent with the message conveyed by the game?&lt;/h5&gt;&lt;h5&gt;Does the game correspond to its intended audience?&lt;/h5&gt;&lt;h4&gt;Case study thread for Part 2&lt;/h4&gt;&lt;h3&gt;Part 3. Facilitating, evaluating and disseminating a game&lt;/h3&gt;&lt;h4&gt;10. Facilitating a game session&lt;/h4&gt;&lt;h5&gt;Some theoretical points of reference&lt;/h5&gt;&lt;h5&gt;Preparing the game session&lt;/h5&gt;&lt;h5&gt;The roles of the facilitator&lt;/h5&gt;&lt;h4&gt;11.Evaluating the game&lt;/h4&gt;&lt;h5&gt;Some principles of validity for understanding reality&lt;/h5&gt;&lt;h5&gt;Defining your evaluation: understanding the real&lt;/h5&gt;&lt;h5&gt;Defining evaluation levels&lt;/h5&gt;&lt;h5&gt;Assessment tools&lt;/h5&gt;&lt;h4&gt;12. Devising a strategy for disseminating the game&lt;/h4&gt;&lt;h5&gt;Valorising your game: questions to consider in advance&lt;/h5&gt;&lt;h5&gt;Stage A. Baseline profiling of the game to guide valorisation and define an action plan&lt;/h5&gt;&lt;h5&gt;Stages B1 and B2. Who owns your serious game and how can it be protected?&lt;/h5&gt;&lt;h5&gt;Conclusion&lt;/h5&gt;&lt;h4&gt;Case study thread for Part 3&lt;/h4&gt;&lt;h4&gt;Conclusion&lt;/h4&gt;&lt;h4&gt;References&lt;/h4&gt;&lt;h4&gt;List of authors&lt;/h4&gt;</Text>
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