You can edit almost every page by Creating an account and confirming your email.

Centre for Systems Solutions

From EverybodyWiki Bios & Wiki



Centre For Systems Solutions

The Centre for Systems Solutions (also known by its Polish name - Centrum Rozwiązań Systemowych, CRS) is an international organization established in 2005 in Wrocław, Poland, with an aim, as cited from its official website, “to develop and apply systems methods and tools, such as social simulations and computer modelling, to enhance knowledge brokering, science-policy integration and social dialogue”.[1]. The organization’s activities are targeted at diverse stakeholders: business, government administration, NGO, research, and educational institutions at local, national and international levels[1]

Mission

The Centre for Systems Solutions belongs to the "quaternary" service sector, focused on knowledge- and information-generation and sharing, research development, training and education.[2]. The organization’s main mission is to spread information about the greatest challenges of modern times, such as climate change, water-energy-food nexus, common pool resources management, sustainable development, health security, disaster risk reduction, etc., and help diverse audiences identify effective ways to address them[1]

Activities

As a means to reach its mission, the Centre for Systems Solutions makes use of systems tools and participatory approaches to policy-making, awareness-raising as well as knowledge and skill development[1]. Foremost, the organization creates and applies multiplayer interactive serious games (in particular, social and strategic simulations) that span multiple technologies, including mobile and computer games, board games and role-playing simulations. It also disseminates them through multi-stakeholder game- and simulation-based workshops, relevant publications and participation in international projects.[3][4][5][6][7], and conferences[8]. In the course of its activity, the Centre for Systems Solutions has established a close partnership with individuals and organizations from a number of sectors, including, i.a.,OECD[9], African Development Bank, International Institute for Applied Systems Analysis[10][11][12][13], European Forum Alpbach[11][13], the Balaton Group[14], Wuppertal Institute[15], Climate-KIC[3], Goethe Institut[7], Netherlands Organisation for Applied Scientific Research[16], Potsdam Institute for Climate Impact Research, Stockholm Environment Institute[17], and many others.

Social Simulations (serious games):

The World’s Future Game[18]

The World's Future is a social simulation inspired by the Sustainable Development Goals (SDGs) that aim to end poverty, protect the planet, and ensure prosperity for all[1][19]. It was created to help players deepen their understanding of the complexities of global systems, identify and acknowledge the interdependencies of their actions, and observe the potential trade-offs and synergies that come with the implementation of the SDGs[11][20]. The game is widely used to foster coherent and integrated policy-making[21] and has been played by participants from the OECD, the European Forum Alpbach and European Commision, among others[11].

Nexus Game[22]

The Nexus Game is an analog multiplayer serious game (social simulation) that addresses the interrelated challenges of water, energy, and food production. The game’s narration centres around two riparian countries sharing a transboundary river basin. Through interministerial and international negotiations, participants may learn how to reduce national and global water, food, and energy footprints, discover potential synergies in the system and foster technological development supporting the nexus’ efficiency[23].

Energy Transition Game[24]

The Energy Transition Game is an analog multiplayer serious game (social simulation) about making the transition from fossil fuel energy production to renewables. The game presents multiple aspects of decarbonization, highlighting the fact that systemic change cannot happen in silos and requires acknowledging the interconnections between actors, differences in values and priorities as well as institutional or technological limits. In the game, these aspects are represented by a diversity of roles. Players can become energy producers, technology developers, representatives of an energy distribution company, NGO employees or heads of different government departments. Each of them has different (often competing) goals and responsibilities. The interactions between them create the in-game reality, resulting in failures or successes that determine the speed and efficiency of the energy transition[25][9].

Green & Great[26]

Green & Great is a multiplayer Internet game that simulates a business environment. As managers of large consultancy companies, players compete for contracts and struggle to ensure the growth and economic position of their organization. In the process, they have to contend with factors as diverse as  company reputation, low-emission economy, corporate social responsibility and sustainability [4]. Their performance in the company is monitored by the “Sustainability” monitor that allows taking corrective action. The game highlights the intricate nature of business operations and requires players to prioritize their actions carefully, keeping a balance between a long-term vision and current operational and economic performance[27].

Lords of the Valley[28]

The Lords of the Valley is a multiplayer Internet simulation developed from Floodplain Management Game, which was created as part of the “NeWater” research project (2005-2009)[25][29][30]. It presents the challenges of a systemic transition from the traditional concept of a flood-prone community “struggling against the river” to a more adaptive “co-existence with the river” approach[25]. In the in-game reality, players, as farmers, cultivate crops and try to protect them against unexpected floods. In the course of the game, they have the opportunity to verify their preconceptions and ideas about effective river management and receive feedback about the consequences of their decisions[31].

New Shores - a Game for Democracy[32]

New Shores - a Game for Democracy is a multiplayer Internet game that touches upon the fundamentals of democratic societies, such as social inclusiveness, individual and group entrepreneurship, management of common resources and economic prosperity versus environmental responsibility[33][34]. Players are sent to an anonymous island where they embark on a mission to build a well-functioning community. Managing common resources and struggling to develop their society, they learn to recognize the value of cooperation and communication[35]. The game was created as part of an Erasmus+ project and was recognized by the Global Challenges Foundation as an Educators’ Challenge competition finalist[36].

Flood Resilience Game[37]

Flood Resilience Game is a multiplayer board-game in which players become members of a flood-prone community. The game draws on research about the complex challenges of reducing flood risk and fostering sustainable development. Exposed to the simulated impacts of flood damage on housing and infrastructure, players experience, explore, and learn about flood risk and resilience[38]. At the same time, they struggle with everyday problems (such as earning money, protecting health and educating children), and try to establish good relationships between community members[39].

InDilemma[12]

InDilemma was developed by IIASA and the Centre for Systems Solutions as a combination of serious role-play game, choreography and an interactive performance. The narration, inspired by game theory, centers around the tragedy of the commons concept, social inequalities and conflicts. InDilemma was first “played” at the Political Symposium of the European Forum Alpbach on 29 August 2017 and was also live-streamed. The experience is led by the game-master and performed by professional dancers whose actions are driven by the decisions made by the audience. The scenography is limited to an interactive screen which reacts to the decisions taken by the audience and performed by the dancers. Depending on the course of action, the world depicted on the screen may either be destroyed or saved[12].

Projects

The Centre for Systems Solutions is actively engaged in a number of international projects related to different areas of sustainability, disaster risk reduction and governance of common resources, including[40]:

Games4Sustainability[41]

Launched in 2015, Games4Sustainability is an online platform that promotes serious and educational games on sustainable development and is mainly targeted at academics, trainers, NGOs, teachers, students and other people interested in implementing sustainability games in their work. The platform comprises a blog and an online database of sustainability-related games[42][43][44][45]. The blog posts are written both by Games4Sustainability’s authors and guest contributors, including game experts and educators, such as game developer John Krajewski from Strange Loop Games. It offers readers inspiration for how to use games in different areas of sustainability[45]. Parallelly, the online database acts as a repository of both analog and digital games/simulations and can be searched by defined criteria, such as a specific sustainable development goal, time of play or the required number of players, etc. Users can access information about each game’s main idea, goals, prices or equipment required[42].  

EDUCEN: European Disasters in Urban Centers: a Culture Expert Network[4]

Realized in the years 2015-17, the EDUCEN project aimed at establishing an European expert platform centered around the role of culture in disaster and risk management. Its main assumption was the idea that that cultures hold important assets to support disaster resilience[46]. As part of the project, the Centre for Systems Solutions designed a series of social simulations focused on exploring the links between culture and resilience, including Gifts of Culture, Flood Resilience Game, Cultural Memory Game and Evacuation Challenge Game[47].

RURITAGE: Rural regeneration through systemic heritage-led strategies[5]

Led in the years of 2018-22, the RURITAGE project aims to demonstrate how rich cultural and natural heritage (such as local food, art and festivals or natural landscape features) of selected rural areas may be used as a driver for their sustainable development[46]. For this purpose, the consortium has chosen a dozen well-functioning rural regions that - via the sharing of knowledge and good practices - will inspire other selected rural areas to “replicate” their success[46]. As part of the project, the Centre for Systems Solutions is developing a set of multiplayer board-games that will help “replicators” to notice and appreciate their cultural and natural heritage and incorporate it into their regional strategy for sustainable economic, social and environmental growth[5].

PSI-connect: Policy Science Interactions: connecting science and policy[48]

Realized in the years 2009-2012, the project aimed to bridge the gap between scientists and policymakers, and thus improve the collective management of a river basin, in particular in the context of climate change and its related impacts (such as sea-level rise, extreme rainfall and droughts, and loss of species and ecosystems both on land and in water[48]. The project examined different collaborative knowledge brokerage and production instruments as related to “real-life” policy processes, including simulation games[49]. As part of the project, the Centre for Systems Solutions prepared and organized a workshop based on its simulation about community flood resilience, Lords of the Valley[28].  

SCENES: Water Scenarios for Europe and for Neighboring Countries[6]

Led in the years 2006-2010, the SCENES project researched and analyzed a set of possible future scenarios (until 2025) connected to European freshwater systems. The identified scenarios were further used as a reference point for long-term strategic planning of European water resource development, allowing river basin managers and policymakers to observe emerging problems and test relevant water policies[6]. The Centre for Systems Solutions’ role in the project was to  prepare conceptual models supporting the development of the aforementioned scenarios[50]


This article "Centre for Systems Solutions" is from Wikipedia. The list of its authors can be seen in its historical and/or the page Edithistory:Centre for Systems Solutions. Articles copied from Draft Namespace on Wikipedia could be seen on the Draft Namespace of Wikipedia and not main one.

  1. 1.0 1.1 1.2 1.3 1.4 "Learn more about our organization". Centre for Systems Solutions. Retrieved 2019-03-07.
  2. Selstad, Tor (January 1990). "The rise of the quaternary sector. The regional dimension of knowledge-based services in Norway, 1970–1985". Norsk Geografisk Tidsskrift - Norwegian Journal of Geography. 44 (1): 21–37. doi:10.1080/00291959008552242. ISSN 0029-1951.
  3. 3.0 3.1 "Centre for Systems Solutions". Climate-KIC. Retrieved 2019-03-07.
  4. 4.0 4.1 "EDUCEN project: Culture and Disaster Risk Reduction in cities". EDUCEN project: Culture and Disaster Risk Reduction in cities. Retrieved 2019-03-07.
  5. 5.0 5.1 5.2 "RURITAGE: Heritage for Rural Regeneration | Drupal". www.ruritage.eu. Retrieved 2019-03-07.
  6. 6.0 6.1 6.2 "CORDIS | European Commission". cordis.europa.eu. Retrieved 2019-03-07.
  7. 7.0 7.1 "http://sustainerasmus.eu/wp/". Retrieved 2019-03-07. External link in |title= (help)
  8. "Nexus Game Session at Dresden Nexus Conference". Centre for Systems Solutions, news. 2017-05-18. Retrieved 2019-03-07.
  9. 9.0 9.1 Pajak, Michal (2018-09-20). "The future starts now: energy transition through social simulation". Games4Sustainability. Retrieved 2019-03-07.
  10. ""The World's Future", A Sustainable Development Goals game - 2017 - IIASA". www.iiasa.ac.at. Retrieved 2019-03-07.
  11. 11.0 11.1 11.2 11.3 "Policy Coherence for Sustainable Development 2018". www.oecd-ilibrary.org. doi:10.1787/9789264301061-en. Retrieved 2019-03-07.
  12. 12.0 12.1 12.2 "InDilemma - Study Collection - IIASA". www.iiasa.ac.at. Retrieved 2019-03-07.
  13. 13.0 13.1 User, Super. "Centre for Systems Solutions". sustainerasmus.eu. Retrieved 2019-03-07.
  14. "The Balaton Group - Who we are". www.balatongroup.org. Retrieved 2019-03-07.
  15. "Planning and Testing Approaches to Transformative Education - Wuppertal Institut für Klima, Umwelt, Energie". wupperinst.org. Retrieved 2019-03-07.
  16. User, Super. "Centre for Systems Solutions". sustainerasmus.eu. Retrieved 2019-03-07.
  17. "educen | Consortium". EDUCEN project: Culture and Disaster Risk Reduction in cities. Retrieved 2019-03-07.
  18. "The World's Future - A Sustainable Development Goals game". The World's Future. Retrieved 2019-03-07.
  19. "How to play with serious topics in social simulations". Analog Games. 2018-09-16. Retrieved 2019-03-07.
  20. ""The World's Future", A Sustainable Development Goals game — University of Koblenz · Landau". www.uni-koblenz-landau.de. Retrieved 2019-03-07.
  21. ""The World's Future", A Sustainable Development Goals game - 2017 - IIASA". www.iiasa.ac.at. Retrieved 2019-03-07.
  22. "Nexus Game - Face the complexity of water-food-energy management". Nexus Game. Retrieved 2019-03-07.
  23. Mochizuki, Junko; Magnuszewski, Piotr; Linnerooth-Bayer, Joanne (2018), "Games for Aiding Stakeholder Deliberation on Nexus Policy Issues", Managing Water, Soil and Waste Resources to Achieve Sustainable Development Goals, Springer International Publishing, pp. 93–124, ISBN 9783319751627, retrieved 2019-03-07
  24. "Energy Transition Game". Energy Transition Game. Retrieved 2019-03-07.
  25. 25.0 25.1 25.2 Daszyńska-Żygadło, Karolina; Ryszawska, Bożena (2015). "Rola społecznej odpowiedzialności przedsiębiorstw w sustainability transition". Prace Naukowe Uniwersytetu Ekonomicznego we Wrocławiu (395). doi:10.15611/pn.2015.395.06. ISSN 1899-3192.
  26. "Green & Great - explore sustainability compass with simulation". Green & Great. Retrieved 2019-03-07.
  27. Molthan-Hill, Petra (2017-11-09). "The Business Student's Guide to Sustainable Management". doi:10.4324/9781351216500.
  28. 28.0 28.1 "Lords of the Valley - explore sustainable practices in complex environments". Lords of the Valley. Retrieved 2019-03-07.
  29. Magnuszewski, Piotr; Stefanska, Joanna; Sendzimir, Jan; Romaniuk, Patrycja; Taillieu, Tharsi; Zsuzsanna, Flachner; Balogh, Peter (2012). "A Gaming Exercise to Explore Problem-Solving Versus Relational Activities for River Floodplain Management". SSRN Electronic Journal. doi:10.2139/ssrn.2079020. ISSN 1556-5068.
  30. Mochizuki, Junko; Magnuszewski, Piotr; Linnerooth-Bayer, Joanne (2018), "Games for Aiding Stakeholder Deliberation on Nexus Policy Issues", Managing Water, Soil and Waste Resources to Achieve Sustainable Development Goals, Springer International Publishing, pp. 93–124, ISBN 9783319751627, retrieved 2019-03-07
  31. Magnuszewski, Piotr; Królikowska, Karolina; Koch, Anna; Pająk, Michal; Allen, Craig; Chraibi, Victoria; Giri, Anil; Haak, Danielle; Hart, Noelle (2018-03-20). "Exploring the Role of Relational Practices in Water Governance Using a Game-Based Approach". Water. 10 (3): 346. doi:10.3390/w10030346. ISSN 2073-4441.
  32. "New Shores - a game for democracy". New Shores. Retrieved 2019-03-07.
  33. "Wyborcza.pl". wroclaw.wyborcza.pl. Retrieved 2019-03-07.
  34. "Wrocławska organizacja stworzyła grę edukacyjną". doba.pl. Retrieved 2019-03-07.
  35. Solinska-Nowak, Ola (2017-09-12). "Civic engagement - How to love democracy?". Games4Sustainability. Retrieved 2019-03-07.
  36. "Global Challenges Foundation | The Educators' Challenge Finalists". globalchallenges.org. Retrieved 2019-03-07.
  37. "Flood Resilience Game - explore community flood resilience". Flood Resilience Game. Retrieved 2019-03-07.
  38. Mechler, Reinhard; Bouwer, Laurens M.; Schinko, Thomas; Surminski, Swenja; Linnerooth-Bayer, JoAnne, eds. (2019). "Loss and Damage from Climate Change". Climate Risk Management, Policy and Governance. doi:10.1007/978-3-319-72026-5. ISSN 2510-1390.
  39. "Flood Resilience Game for flood-prone communities". Games4Sustainability. 2016-08-18. Retrieved 2019-03-07.
  40. "Projects and Activities - Centre for Systems Solutions. Read more". Centre for Systems Solutions. Retrieved 2019-03-07.
  41. "Games4Sustainability - Sustainability through serious games". Games4Sustainability. Retrieved 2019-03-07.
  42. 42.0 42.1 Solinska-Nowak, Aleksandra; Magnuszewski, Piotr; Curl, Margot; French, Adam; Keating, Adriana; Mochizuki, Junko; Liu, Wei; Mechler, Reinhard; Kulakowska, Michalina (October 2018). "An overview of serious games for disaster risk management – Prospects and limitations for informing actions to arrest increasing risk". International Journal of Disaster Risk Reduction. 31: 1013–1029. doi:10.1016/j.ijdrr.2018.09.001. ISSN 2212-4209.
  43. "Games4Sustainability: learn green ways, IYWTo". iywto.com. Retrieved 2019-03-07.
  44. "Climate change education and Education for Sustainable Development". dx.doi.org. 2013-11-15. Retrieved 2019-03-07.
  45. 45.0 45.1 sgs2018 (2017-06-07). "Guestpost: Games4Sustainability". Serious Games Society. Retrieved 2019-03-07.
  46. 46.0 46.1 46.2 "CORDIS | European Commission". cordis.europa.eu. Retrieved 2019-03-07.
  47. "EDUCEN: European Disasters in Urban Centres project". Centre for Systems Solutions. Retrieved 2019-03-07.
  48. 48.0 48.1 "CORDIS | European Commission". cordis.europa.eu. Retrieved 2019-03-07.
  49. Slob, Adriaan; Jeffrey, Paul; Magnuszewski, Piotr; Pahl-Wostl, Claudia, "PSI-connect: Knowledge exchange in river basin management", Knowledge Brokerage for Sustainable Development: Innovative Tools for Increasing Research Impact and Evidence, Greenleaf Publishing Limited, pp. 229–250, ISBN 9781783532513, retrieved 2019-03-07
  50. "SCENES: Water Scenarios for Europe and for Neighboring Countries". Centre for Systems Solutions. Retrieved 2019-03-07.