The participants explain their choices to the researchers (Jacques Rakotondranary)

Role-Playing Games in Natural Resource Management (Madagascar)

Description

Participatory simulation to foster stakeholder dialogue in natural resource management, conciliate resource conflicts and enable participatory land use planning

Aims / objectives: Two role-playing games were designed to understand land users' livelihoods strategies in both “normal” but also in times of drought events and cattle raids. The aim was to find out how, and why, livelihood decisions differed between household types in south-western Madagascar. Under the role-playing methodology, land users actively participate through discussing livelihood strategies, negotiating interests, and planning for the future. The methodology proved to be very dynamic, interactive and useful.

Methods: The SuLaMa project is a five-year Malagasy and German research project involving an interdisciplinary team (consortium) that aimed at developing sustainable land use techniques in south-western Madagascar. To validate soft-models that fed into computer-based models on land use change in the region, four workshops were held in four villages on the Mahafaly Plateau. Two groups of land users, with twelve participants each, worked simultaneously in each village: a total number of 96 participated. The games, ‘Livelihood Game’ and ‘Livestock Game', were designed to foster both scientific knowledge production on land use systems, and dialogue with land users. The essence of the methodology is that participants assume the roles of different household types and simulate their annual livelihood activities on a village map. The four household types differed from relatively wealthy (owning cattle; a lot of land) to poor (no cattle, little land). Each household type was represented by two or three participants and roles were allocated randomly.

Stages of implementation: The 'Livelihood Game' covers a time span of four fictive years. Each round represents the household’s annual subsistence decisions. In contrast, the 'Livestock Game' covers just one year with each round encompassing one of three seasons. In the 'Livelihood Game', players have a set of activity options: for example they can locate fields on the map and choose how to cultivate them. Moreover, additional activities like livestock keeping, charcoal making, paid work, collecting/hunting or educating children are available to them. The 'Livestock Game' concentrates on grazing and animal feeding decisions. Each decision is visualized by pictured cards, tokens and symbols - and grazing areas are mapped. While this participatory simulation remains a game, it would be feasible to integrate the methodology into a land use planning process.

Role of stakeholders: Initially, the joint interdisciplinary team conducted a baseline survey using Rapid Rural Appraisal tools to gain a general understanding of local socio-ecologic systems. Following this, a quantitative household survey was carried out in several villages (665 households in total) to analyse household composition and structures. Based on the results, researchers designed the structure of the role-playing games.

Other important information: A crucial precondition was that local communities were well-informed and participation was voluntary. This was achieved by an ‘announcement tour’ where timings were adapted to social, cultural and labour schedules of the local population. The communities were invited to determine the participants according to specific criteria. Participants had to be those who practiced the typical livelihood activities of agriculture and livestock keeping, and who contributed to household decision-making. Furthermore, a balance in terms of gender, age and lineage was requested.

Location

Location: Betioky-Atsimo, Mahafaly Plateau, South-Western Madagascar, Madagascar

Geo-reference of selected sites
  • 43.70012, -24.06151

Initiation date: 2014

Year of termination: 2015

Type of Approach
The participants simulate their livelihood activities on maps (Jacques Rakotondranary, July 2014)
The participants explain their choices to the researchers. (Jacques Rakotondranary)

Approach aims and enabling environment

Main aims / objectives of the approach
The Approach focused mainly on other activities than SLM (Participation, stakeholder communication, joint natural resource management, mutual learning)

The community workshops were held in order to (1) validate the researchers’ systems understanding about rural livelihoods and land use activities, and to (2) discuss land users' responses to drought events and cattle raids.

The SLM Approach addressed the following problems: Lack of communication and negotiation between technicians, resource users and scientists. Lack of participation of rural communities in long-term planning and decision-making. Lack of regulations for the use of scarce resources.
Conditions enabling the implementation of the Technology/ ies applied under the Approach
  • Legal framework (land tenure, land and water use rights): Resource and land ownership was a topic during the Role-Playing Games. Problems on conflicts could be detected and discussed, but not always solved.
Conditions hindering the implementation of the Technology/ ies applied under the Approach
  • Social/ cultural/ religious norms and values: In this rural region, governmental decision-making authorities are mostly absent. Decision-making processes in the local communities follow traditional hierarchies and structures. Men and old people generally have a greater decision-making power than women and young people. Treatment through the SLM Approach: External actors organized the workshops. They controlled group composition so that it was balanced in terms of gender, age, and lineage.
  • Other: Rural livelihoods in the Mahafaly region are vulnerable. Rainfed agriculture and livestock keeping constitute the mainstay of virtually all households. Low and unpredictable precipitation limits agricultural production. Recurrent droughts lead to harvest failures and put a major threat to rural livelihoods. Moreover, people are faced with the problem of organized and armed cattle raiders. In fear of being robbed, herders adjust their grazing grounds and paths. Treatment through the SLM Approach: Participants could relate the simulation to real-life. They were enabled to analyse their household management systems and to develop coping strategies to address drought periods. Participants discussed commonly how to respond to the risk of cattle raids in the region.

Participation and roles of stakeholders involved

Stakeholders involved in the Approach and their roles
What stakeholders / implementing bodies were involved in the Approach? Specify stakeholders Describe roles of stakeholders
local land users/ local communities land users from the villages When selecting the participants, a balance in gender, age and lignage was asked.
local government traditional village authorities
national government (planners, decision-makers)
international organization German-Malagasy research consortium
Lead agency
The Livelihood Game and the Livestock Game were designed by researchers on the basis of their previous findings.
Involvement of local land users/ local communities in the different phases of the Approach
none
passive
external support
interactive
self-mobilization
initiation/ motivation
x
planning
x
implementation
x
Villagers participated in the workshops. As compensation for their time, they received a community remuneration.
monitoring/ evaluation
x
After the workshops, participants were asked to give feedback on the methodology.
Research
x
Flow chart

The flow chart demonstrates the different sequences of the Livelihood Game at is was played in the workshops 2014. After an introduction, four years were simulated. Each year has a different purpose: The years one and two can be classified as 'normal' years, whereas year three and four are drought years. While year one serves to understand the game, the second year is to simulate accumulation and investment patterns. The third year consitutes a drought year which means harvest failure for the households. In the forth year, participants simulate their behaviour in the scenario of a persisting drought.

Author: Maren Wesselow
Decision-making on the selection of SLM Technology

Decisions were taken by

  • land users alone (self-initiative)
  • mainly land users, supported by SLM specialists
  • all relevant actors, as part of a participatory approach
  • mainly SLM specialists, following consultation with land users
  • SLM specialists alone
  • politicians/ leaders

Decisions were made based on

  • evaluation of well-documented SLM knowledge (evidence-based decision-making)
  • research findings
  • personal experience and opinions (undocumented)

Technical support, capacity building, and knowledge management

The following activities or services have been part of the approach
Capacity building/ training
Training was provided to the following stakeholders
  • land users
  • field staff/ advisers
  • research assistants, WWF staff
Form of training
  • on-the-job
  • farmer-to-farmer
  • demonstration areas
  • public meetings
  • courses
  • 'Learning by doing and failing'
Subjects covered

Research assistants and WWF staff were trained to facilitate and document the method adequately.
During the workshop sessions, land users gained understanding of the interdependencies of land use and conservation practices and came to reflect the livelihood strategies in their villages.

Advisory service
Advisory service was provided
  • on land users' fields
  • at permanent centres
Participatory simulations, role-playing games; Key elements: Taking on another households' role, Developping livelihood strategies in different scenarios, Discussion, communication and negotiation
Monitoring and evaluation
technical aspects were regular monitored by project staff through observations; indicators: data on land use practices were collected socio-cultural aspects were regular monitored by project staff through observations; indicators: data on human well-being and social conventions (traditions, rituals) were collected economic / production aspects were regular monitored by project staff through observations; indicators: data on expenses and revenues were collected area treated aspects were regular monitored by project staff through observations; indicators: spatial decisions were visualised and marked on maps no. of land users involved aspects were regular monitored by project staff through observations; indicators: in each of the 4 villages 24 land users took part in the workshops management of Approach aspects were regular monitored by project staff through observations; indicators: qualitative and quantitative data on livelihood strategies were collected There were few changes in the Approach as a result of monitoring and evaluation: To synchronize the process in the two groups within a village, it was essential to have one observer who could move between the two groups and detect differences. For instance, it was observed that while one facilitator preferred to gather all participants around one big table, the other one arranged separate tables for each household. After the workshop sessions, observers, facilitators and documenters discussed the process and crosschecked the results of different groups. Eventually, it was agreed that it was better to have all participants around one big table. Also household assets, such as poultry or houses, were adopted in the game by the players.
Research
Research treated the following topics
  • sociology
  • economics / marketing
  • ecology
  • technology
  • households' livelihood strategies

An international research consortium conducted the Role Playing Game workshops to validate human decisions in their land use models. However, the approach can be applied for various purposes.

Research was carried out on station

Financing and external material support

Annual budget in USD for the SLM component
  • < 2,000
  • 2,000-10,000
  • 10,000-100,000
  • 100,000-1,000,000
  • > 1,000,000
Precise annual budget: n.a.
Approach costs were met by the following donors: international (German Ministry of Education and Research (BMBF)): 100.0%
The following services or incentives have been provided to land users
  • Financial/ material support provided to land users
  • Subsidies for specific inputs
  • Credit
  • Other incentives or instruments
Financial/ material support provided to land users
partly financed
fully financed
equipment: tools

maps, toolkits with pictured cards, tokens, etc.

x

Labour by land users was

Impact analysis and concluding statements

Impacts of the Approach
No
Yes, little
Yes, moderately
Yes, greatly
Did the Approach help land users to implement and maintain SLM Technologies?

Participants stated that they learned about each other’s livelihood strategies and the long-term impacts. One participant in Andremba stated (2014): “For us this game is like a lesson that makes us understand what happens in our lives. It is a reflection game that makes us think about our lives and our way of life with our subsistence activities and income sources.”

x
Did the Approach empower socially and economically disadvantaged groups?

People of mixed age, gender and lineage participated in the simulations.

x
Did other land users / projects adopt the Approach?

So far the approach has only be tested once by researchers. However, interested practice organizations may adopt and develop the method in the future.

x
Main motivation of land users to implement SLM
Sustainability of Approach activities
Can the land users sustain what hat been implemented through the Approach (without external support)?

Conclusions and lessons learnt

Strengths: land user's view
  • The participants understood and generally accepted the game rapidly. They confirmed to have recognized that it was not just a game but a simulation of reality. As all the activities referred to the people’s everyday life, no long introduction or explanation was necessary to start the game. People seemed to feel comfortable in their “roles” and spoke freely about their household decisions. They could actively take part in the game not only by answering to the questions but also by manipulating the game materials on their own. . “This game is easy, because it refers to our daily life, not to something you have created for yourself. This is the reality of our daily lives.” (Participant in Efoetse, August 2014)
Strengths: compiler’s or other key resource person’s view
  • The Role Playing Game became vivid and lively by using visualization and communication tools. Complex decisions on land use system could be explained with the help of pictures and symbols from people’s daily life. The tools not only helped to capture the whole systems complexity and open discussions, they also assured mutual understanding and synchronized different agents’ perception.
    Pictures also helped to achieve a common understanding beyond language barriers. In a region with a high illiteracy rate, these visualization tools can be regarded as measures for empowerment as no writing or reading skills are necessary to take part in the game.
    Thus, the method is a dynamic and interactive tool for stakeholder integration and awareness raising.
Weaknesses/ disadvantages/ risks: land user's viewhow to overcome
  • The methodology is time consuming and brings no direct or sudden benefits for land users. The method could potentially be changed so that results are less research-oriented and more visible for the participants. Now technologies or alternative livelihood activities could be simulated during the game.
Weaknesses/ disadvantages/ risks: compiler’s or other key resource person’s viewhow to overcome
  • It must be mentioned that a lot of investment and preparation is needed for conducting the workshop successfully. The Role-Playing Game not only requires very specific material and tools, but also a lot of time for development, preparation, team training, testing and on-site execution is required. If the time needed for carrying out the game cannot be planned and tested carefully in advance, it may lead to frustration and disappointment. The benefits of this approach need to be justified and proved to donors and the extension / advisory services to convince them to invest.
  • Though the methodology was generally accepted and understood, it turned out to be challenging for facilitators and documenters. It requires high communication skills, empathy, and understanding for local conditions and the willingness to listen to the peasants in order to build trust among the group. To become good facilitators, capacity building and training of extension workers or advisors is needed.
  • The role-playing games methodology is laborious to design and prepare, it usually needs one dedicated institution to initiate and coordinate the workshops. The only option for continuing this methodology is if a generally-accepted and professional organisation can be found to take on the responsibility in the long term.

References

Compiler
  • Maren Wesselow
Editors
Reviewer
  • Fabian Ottiger
Date of documentation: Mei 27, 2015
Last update: Julie 12, 2017
Resource persons
Full description in the WOCAT database
Linked SLM data
Documentation was faciliated by
Institution Project
Key references
  • Wesselow et al. 2015: Participatory Gaming for Sustainable Land Management in the Mahafaly Region. A Practical Guide for Researchers and Practitioners : http://www.sulama.de/files/products/WP5_Product3_Participatory_Gaming_for_SLM_eng.pdf
This work is licensed under Creative Commons Attribution-NonCommercial-ShareaAlike 4.0 International