Serious Games for Building Data Capacity
Interdisciplinary Description of Complex Systems 20(2), 179-189, 2022
SERIOUS GAMES FOR BUILDING DATA CAPACITY*
Davide Di Staso1, **, Ingrid Mulder1,
Marijn Janssen1 and Fernando Kleiman2
1
TU Delft
Delft, The Netherlands
1
2
NHL Stenden
Leeuwarden, The Netherlands
2
DOI: 10.7906/indecs.20.2.9
Regular article
Received: 24 January 2022.
Accepted: 22 April 2022.
ABSTRACT
Open data can support the creation of new services, facilitate research, and provide insights into
everyday issues affecting citizens. Although public administrations are making efforts to create
sustainable and inclusive open data systems, there is limited capacity to identify suitable datasets,
clean, release, and reuse them. Serious games offer a possible solution for data capacity building and
have already been used to train civil servants and citizens on the topic of open data. This research
presents a review of serious games and discusses their potential for data capacity building. The games
selected in the review are classified and described according to their different learning outcomes,
formats, and type of media. Most serious games found in this review can be categorized as teaching
games and are designed to raise data awareness, which is only a limited aspect of building data
capacity. We found a lack of design games, research games, and policy games. Given their success for
ideation in other fields, design games offer a particular opportunity to build data capacity by
generating new ideas about how to reuse open datasets.
KEY WORDS
data capacity, serious games, open data
CLASSIFICATION
ACM: K.3.1, K.8.0
JEL: C18
*This is the extended version of the abstract published in: Vujić, M. and Šalamon, D., eds.: Book of
abstracts of the National Open Data Conference. University of Zagreb, Faculty of Traffic and Transport
Sciences,*Zagreb, 2021.
**Corresponding author, : ; -;
**Faculty of Industrial Design Engineering, Landbergstraat 15, 2628 CE Delft, The Netherlands
D. Di Staso, I. Mulder, M. Janssen and F. Kleiman
INTRODUCTION
Open data is any data that is freely accessible and reusable by anyone for any purpose [1]. Open data
can be reused to create or improve services, and to identify local issues and community needs more
easily [2]. While public sector organizations play a significant role in releasing datasets to the public,
the private sector may also open datasets to the public [3]. In this research, we will refer to the general
concept of open data to include datasets released by both the public and the private sector.
The opening and reuse of datasets involves different actors and services, such as data
providers, publishing organizations, infomediaries, tools for data storage and analysis, and
researchers looking for data [3]. Opening data can effectively create a network of complex
interdependencies and networks of interaction, an “ecosystem” [3].
Within the open data ecosystem, non-expert users (such as citizens and public administrators)
have an important role in that they are aware of the issues and needs of their communities,
which can be addressed using open data [4]. On the other hand, expert users, such as civic
hackers and developers, own the skills required to implement practical solutions using open
data [4]. Mulder, Jaskiewicz, and Morelli [5] explored recent paradigm shifts that have the
potential to seed change within societal systems and look specifically at how open data can
become a new type of “commons’" that can support digital citizenship. In the current work,
we explore the use of serious games for building data capacity in problem-driven societies.
Alongside the delivery of open data-driven solutions, open data can only become a new
commons if a larger community and culture of working with data is created around it.
Serious games offer an important tool to bring together both expert and non-expert users and
transfer the required knowledge and skills needed to work with open data. Serious games
differentiate themselves from entertainment games in that their main purpose is not to amuse, but
to educate [6] and they have been in use for over a decade to facilitate learning and ideation [7].
Some serious games adapt game mechanics from commercial video games to achieve
educational objectives. For example, “Socrates Jones: Pro Philosopher” [8] takes inspiration
from “Ace Attorney”, a popular legal drama game which uses visual novel mechanics. The
developers of Socrates Jones used Ace Attorney’s mechanics but created dialogues and game
content to teach philosophical thinking. In the public sector, serious games have been used in
different scenarios, such as to ideate service delivery principles [9] and to train railway traffic
controllers [10], among others.
In the remainder, we review serious games for open data and elaborate upon their potential
contribution for building data capacity. We define building data capacity as the process that
empowers citizens and civil servants to understand and reuse open data, thereby creating the
needed practical and analytical skills.
This research will answer the following research questions:
1. Which games – or types of games – have the potential to build data capacity?
2. What kind of data capacity can these serious games build?
The review starts by looking at the list of games on the topic of open data compiled by Kleiman [11].
Entries are filtered according to four criteria, selecting interventions that: (1) are sufficiently
documented, (2) fit the definition of a “game”, (3) must also fit the definition of “serious
game”, and (4) have an educational purpose that is related to building data capacity. We
analyze selected games using the classification by Grogan and Meijer [12], assigning them a
type based on the kind of knowledge transferred or created by the game and its beneficiary.
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Serious games for building data capacity
CONCEPTUAL FRAMEWORK
To analyze the serious games selected in the review, we use the classification by Grogan and
Meijer [12]. Starting from the type of knowledge that the game deals with and its beneficiary
(see table 1), Grogan and Meijer [12] identify four broad categories of games. Policy games are
based on real world scenarios so that the participant can experiment with different solutions and
gather knowledge about the scenario represented in the game. Teaching games are based on a
fictional setting, with the knowledge transferred by the game being generalizable and not based
on a specific scenario. Design games “provide a participatory environment” [12, p.545] and can
be used to ideate new artifacts and create new knowledge. Finally, research games are used to
observe participants in an experimental setting and test hypotheses.
Table 1. Classification of games according to knowledge type and beneficiary [12].
Knowledge beneficiary
Knowledge type
Participant
Principal
Generalizable
Teaching
Experiential learning
Dangerous tasks
Research
Hypothesis generation and testing
Artifact (...truncated)