3 results on '"David Finnigan"'
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2. A public opinion survey of four future scenarios for Australia in 2050
- Author
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Thet Z. Htwe, Yilei Liao, Aye Chan Maung, Keyi Yuan, Sean Harte, Robert Costanza, Ian Chambers, Steve Cork, Ahmad Sofiullah, Marcello Hernandez, Tim Kasser, David Finnigan, Logan Zingus, Daniel C. Kenny, Ida Kubiszewski, and Paul W. B. Atkins
- Subjects
Community orientation ,Sociology and Political Science ,business.industry ,future scenarios ,Australia ,Sample (statistics) ,Development ,Public opinion ,sustainability ,Individualism ,Geography ,Sustainability ,Cognitive dissonance ,Scenario planning ,Business and International Management ,Marketing ,Australia’s future ,business ,Futures contract - Abstract
Scenario planning and the use of alternative futures have been used successfully to assist organisations, communities and countries to move towards desired outcomes ( Dator, 2009 ). In this study we used a unique combination of scenario planning and a national public opinion survey to explore preferred futures for Australia in 2050. The approach used four future scenarios for Australia in 2050 as the basis for an online national public opinion survey entitled Australia: Our Future, Your Voice. Scenario development was based on a review of a broad range of scenarios for Australia and globally. We then developed four synthesis scenarios based on two axes of individual versus community orientation, and national focus on GDP growth versus a focus on well-being more broadly defined. The scenarios were labelled: (1) Free Enterprise (FE); (2) Strong Individualism (SI); (3) Coordinated Action (CA); and (4) Community Well-being (CW). We created a website that described each of these scenarios and invited people to complete a survey after they had reviewed the scenarios. The survey engaged 2575 adults in two groups: (1) a targeted statistically representative national sample (n = 2083) and (2) a self-selected sample (n = 492). Results from both groups and across all demographic categories revealed that a majority of participants preferred the Community Well-being (CW) scenario. 73% (Representative) and 61% (Self Select) ranked this scenario as 1st or 2nd. We also asked which scenario Australia was headed toward. 32% of the Representative sample and 50% of the Self-Selected sample participants ranked the Free Enterprise (FE) scenario as the most likely future. CW was ranked least likely to be ‘where Australia is heading?’ The dissonance between the future Australians want and where they thought the country is headed has clear policy implications, which we discuss. This extension of scenario planning to include public opinion surveys is novel and this approach can be used to improve thinking, discussion, planning and policy about the future of Australia, as well as potentially other countries and regions.
- Published
- 2019
3. Simulation games that integrate research, entertainment, and learning around ecosystem services
- Author
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Kat Grigg, David Finnigan, Shuang Liu, Harry Lee, Steve Farber, Virginia H. Dale, Jochen Renz, Piotr Magnuszewski, Ida Kubiszewski, Richard T. Mills, Robert Costanza, Petina L. Pert, Simone Maynard, Scott Heckbert, Karim Chichakly, Lisa Wainger, C. Richard Ziegler, Sue Ogilvy, Mike Young, and Neal McDonald
- Subjects
Global and Planetary Change ,Game mechanics ,Ecology ,Geography, Planning and Development ,ComputingMilieux_PERSONALCOMPUTING ,Small sample ,Advertising ,Limiting ,Management, Monitoring, Policy and Law ,Agricultural and Biological Sciences (miscellaneous) ,Data science ,Ecosystem services ,Turns, rounds and time-keeping systems in games ,Entertainment ,Economics ,Social science research ,Nature and Landscape Conservation ,Valuation (finance) - Abstract
Humans currently spend over 3 billion person-hours per week playing computer games. Most of these games are purely for entertainment, but use of computer games for education has also expanded dramatically. At the same time, experimental games have become a staple of social science research but have depended on relatively small sample sizes and simple, abstract situations, limiting their range and applicability. If only a fraction of the time spent playing computer games could be harnessed for research, it would open up a huge range of new opportunities. We review the use of games in research, education, and entertainment and develop ideas for integrating these three functions around the idea of ecosystem services valuation. This approach to valuation can be seen as a version of choice modeling that allows players to generate their own scenarios taking account of the trade-offs embedded in the game, rather than simply ranking pre-formed scenarios. We outline a prototype game called “Lagom Island” to test the proposition that gaming can be used to reveal the value of ecosystem services. Our prototype provides a potential pathway and functional building blocks for approaching the relatively untapped potential of games in the context of ecosystem services research.
- Published
- 2014
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