<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1414-753X</journal-id>
<journal-title><![CDATA[Ambiente & sociedade]]></journal-title>
<abbrev-journal-title><![CDATA[Ambient. soc.]]></abbrev-journal-title>
<issn>1414-753X</issn>
<publisher>
<publisher-name><![CDATA[ANPPAS]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1414-753X2008000100005</article-id>
<title-group>
<article-title xml:lang="pt"><![CDATA[Elaboração multidisciplinar e participativa de jogos de papéis: uma experiência de modelagem de acompanhamento em torno da gestão dos mananciais da Região Metropolitana de São Paulo]]></article-title>
<article-title xml:lang="en"><![CDATA[Multidisciplinary and participatory elaboration of role-playing games: a companion modeling experience on the management of water sources of São Paulo Metropolitan Region]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Ducrot]]></surname>
<given-names><![CDATA[Raphaèle]]></given-names>
</name>
<xref ref-type="aff" rid="A01"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Jacobi]]></surname>
<given-names><![CDATA[Pedro Roberto]]></given-names>
</name>
<xref ref-type="aff" rid="A02"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Barban]]></surname>
<given-names><![CDATA[Vilma]]></given-names>
</name>
<xref ref-type="aff" rid="A03"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Clavel]]></surname>
<given-names><![CDATA[Lucie]]></given-names>
</name>
<xref ref-type="aff" rid="A04"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Carmargo]]></surname>
<given-names><![CDATA[Maria Eugenia]]></given-names>
</name>
<xref ref-type="aff" rid="A05"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Carvalho]]></surname>
<given-names><![CDATA[Yara Maria Chagas de]]></given-names>
</name>
<xref ref-type="aff" rid="A06"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Franca]]></surname>
<given-names><![CDATA[Terezinha Joyce Fernandes]]></given-names>
</name>
<xref ref-type="aff" rid="A07"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Sendacz]]></surname>
<given-names><![CDATA[Suzana]]></given-names>
</name>
<xref ref-type="aff" rid="A08"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Gunther]]></surname>
<given-names><![CDATA[Wanda Maria Risso]]></given-names>
</name>
<xref ref-type="aff" rid="A09"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Jeronymo]]></surname>
<given-names><![CDATA[Leonardo De Brito]]></given-names>
</name>
</contrib>
</contrib-group>
<aff id="A01">
<institution><![CDATA[,CIRAD Unidade de Pesquisa Gestão das Águas, Atores & Usos ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>França</country>
</aff>
<aff id="A02">
<institution><![CDATA[,USP Faculdade de Educação Ciência Ambiental]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Brasil</country>
</aff>
<aff id="A03">
<institution><![CDATA[,Instituto Pólis , Formação e Assessoria em Políticas Sociais ]]></institution>
<addr-line><![CDATA[São Paulo ]]></addr-line>
</aff>
<aff id="A04">
<institution><![CDATA[,Instituto Nacional de Pesquisa em Agronomia  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>França</country>
</aff>
<aff id="A05">
<institution><![CDATA[,Universidade de São Paulo Procam Ciência Ambiental]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Brasil</country>
</aff>
<aff id="A06">
<institution><![CDATA[,Agência Paulista de Tecnologia dos Agronegócios Instituto de Economia Agrícola ]]></institution>
<addr-line><![CDATA[São Paulo ]]></addr-line>
<country>Brasil</country>
</aff>
<aff id="A07">
<institution><![CDATA[,Agência Paulista de Tecnologia dos Agronegócios Instituto de Economia Agrícola ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
</aff>
<aff id="A08">
<institution><![CDATA[,Secretaria de Agricultura e Abastecimento do Estado de São Paulo Instituto de Pesca ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Brasil</country>
</aff>
<aff id="A09">
<institution><![CDATA[,USP Faculdade de Saúde Pública Ciência Ambiental]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>00</month>
<year>2008</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>00</month>
<year>2008</year>
</pub-date>
<volume>4</volume>
<numero>se</numero>
<fpage>0</fpage>
<lpage>0</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://socialsciences.scielo.org/scielo.php?script=sci_arttext&amp;pid=S1414-753X2008000100005&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://socialsciences.scielo.org/scielo.php?script=sci_abstract&amp;pid=S1414-753X2008000100005&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://socialsciences.scielo.org/scielo.php?script=sci_pdf&amp;pid=S1414-753X2008000100005&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="pt"><p><![CDATA[O desenvolvimento de ferramentas de simulação, como os jogos de papéis, pressupõe a integração das várias representações e conhecimentos, o que garante a sua legitimidade e a possibilidade de os utilizar como plataforma de mediação na discussão dos conflitos socioambientais. Este artigo discute a utilização da abordagem de modelagem de acompanhamento no desenvolvimento de dois jogos de papéis sobre a gestão da água e do solo em mananciais periurbanos da Região Metropolitana de São Paulo (RMSP).]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[The development of simulation tools like role-playing games require the integration of some knowledge and several representations which guarantee its legitimacy and the possibility to be used as a mediation platform in collective discussions about environmental conflicts. The paper presents and discusses the use of the companion modeling approach in the development of two role-playing games dealing with water and land management in the periurban catchment of the metropolitan region of São Paulo.]]></p></abstract>
<kwd-group>
<kwd lng="pt"><![CDATA[Jogo de papéis]]></kwd>
<kwd lng="pt"><![CDATA[Modelagem de acompanhamento]]></kwd>
<kwd lng="pt"><![CDATA[Manancial periurbano]]></kwd>
<kwd lng="pt"><![CDATA[Integração multidisciplinar]]></kwd>
<kwd lng="en"><![CDATA[Role-playing games]]></kwd>
<kwd lng="en"><![CDATA[Companion modeling approach]]></kwd>
<kwd lng="en"><![CDATA[Periurban catchment]]></kwd>
<kwd lng="en"><![CDATA[Multidisciplinary research]]></kwd>
</kwd-group>
</article-meta>
</front><body><![CDATA[ <p><font face="Verdana" size="4"><b><a name="top"></a>Multidisciplinary and participatory    elaboration of role-playing games: a companion modeling experience on the management    of water sources of S&atilde;o Paulo Metropolitan Region</b></font></p>     <p>&nbsp;</p>     <p><b><font size="3" face="Verdana, Arial, Helvetica, sans-serif">Elabora&ccedil;&atilde;o    multidisciplinar e participativa de jogos de pap&eacute;is: uma experi&ecirc;ncia    de modelagem de acompanhamento em torno da gest&atilde;o dos mananciais da Regi&atilde;o    Metropolitana de S&atilde;o Paulo</font></b></p>     <p>&nbsp;</p>     <p>&nbsp;</p>     <p><font face="Verdana" size="2"><b>Raphaèle Ducrot<sup>I</sup>; Pedro Roberto    Jacobi<sup>II</sup>; Vilma Barban<sup>III</sup>; Lucie Clavel<sup>IV</sup>;    Maria Eugenia Carmargo<sup>V</sup>; Yara Maria Chagas de Carvalho<sup>VI</sup>;    Terezinha Joyce Fernandes Franca<sup>VII</sup>; Suzana Sendacz<sup>VIII</sup>;    Wanda Maria Risso Gunther<sup>IX</sup></b></font></p>     <p><font face="Verdana" size="2"><sup>I</sup>PhDoctor in Agronomics, CIRAD, Research    and Management Unity of Water, Actors &amp; Usages, France    <br>   <sup>II</sup>Full Professor at the School of Education and Vice President of    the Graduate Program of Environmental Science at the University of São Paulo    - USP, Brazil    <br>   <sup>III</sup>Coordinator of Pólis Institute – Research, Formation and Consultancy    in Social Policies, São Paulo    <br>   <sup>IV</sup>Currently PhD student at the Territorial Agronomy Program, at the    National Institute of Agronomics Research (INRA), France    ]]></body>
<body><![CDATA[<br>   <sup>V</sup>Master in Environmental Science, PROCAM, São Paulo University -    USP, Brazil    <br>   <sup>VI</sup>Agricultural Economy Institute - IEA, Paulista Agency of Agrobusiness    Technology -  APTA, São Paulo, Brazil    <br>   <sup>VII</sup>Scientific Researcher, Agricultural Economy Institute, Instituto    de Economia Agrícola, Paulista Agency of Agrobusiness Technology -  APTA, São    Paulo, Brazil    <br>   <sup>VIII</sup>Scientific Researcher, Fishing Institute, Secretary of Agriculture    and Supply of São Paulo State, Brazil    <br>   <sup>IX</sup>Professor at the School of Public Health and at the Graduate Program    of Environmental Science, at the University of  São Paulo - USP, Brazil</font></p>     <p><font face="Verdana" size="2"><a href="#end">Corresponding author</a></font></p>     <p><font face="Verdana" size="2">Translated by Leonardo De Brito Jeronymo    <br>   Translation from <a href="http://www.scielo.br/scielo.php?script=sci_arttext&pid=S1414-753X2008000200010&lng=en&nrm=iso" target="_blank"><b>Ambiente    &amp; sociedade</b>,    Campinas, v.11, n.2, pp. 355-372, 2008.</a></font></p>     <p>&nbsp;</p>     <p>&nbsp;</p> <hr size="1" noshade>     ]]></body>
<body><![CDATA[<p><font face="Verdana" size="2"><b>ABSTRACT</b></font></p>     <p><font face="Verdana" size="2">The development of simulation tools, such as    role-playing games, presupposes the integration of the various forms of representation    and knowledge, which guarantees its legitimacy and the possibility for them    to be used as platforms of mediation in the discussion of socioecological conflicts.    This article discusses the use of the companion modeling approach in the development    of two role-playing games on the management of water and land in urban-peripheral    water sources of the Metropolitan Region of São Paulo (MRSP).</font></p>     <p><font face="Verdana" size="2"><b>Keywords:</b> Role-playing games. Companion    Modeling. Urban-peripheral water sources. Multidisciplinary integration.</font></p>   <hr size="1" noshade>     <p><font size="2" face="Verdana, Arial, Helvetica, sans-serif"><b>RESUMO</b></font></p>     <p><font size="2" face="Verdana, Arial, Helvetica, sans-serif">O desenvolvimento    de ferramentas de simula&ccedil;&atilde;o, como os jogos de pap&eacute;is, pressup&otilde;e    a integra&ccedil;&atilde;o das v&aacute;rias representa&ccedil;&otilde;es e    conhecimentos, o que garante a sua legitimidade e a possibilidade de os utilizar    como plataforma de media&ccedil;&atilde;o na discuss&atilde;o dos conflitos    socioambientais. Este artigo discute a utiliza&ccedil;&atilde;o da abordagem    de modelagem de acompanhamento no desenvolvimento de dois jogos de pap&eacute;is    sobre a gest&atilde;o da &aacute;gua e do solo em mananciais periurbanos da    Regi&atilde;o Metropolitana de S&atilde;o Paulo (RMSP).</font></p>     <p><font size="2" face="Verdana, Arial, Helvetica, sans-serif"><b>Palavras-chave:</b>    Jogo de pap&eacute;is. Modelagem de acompanhamento. Manancial periurbano. Integra&ccedil;&atilde;o    multidisciplinar.</font></p> <hr size="1" noshade>     <p>&nbsp;</p>     <p>&nbsp;</p>     <p><font face="Verdana" size="3"><b>1<i> Introduction</i></b></font></p>     <p><font face="Verdana" size="2">Environmental tensions are common in urban-peripheral    areas, due to the increasing pressures on the environmental resources, as well    as due  to the increasing and rapid geographical, population and economical    changes (ADELL, 1999). In these areas,  population growth causes changes in    the use of land of different nature; they are connected by land speculation    processes, which induces the conversion of non-urban uses (natural vegetation    or agricultural usage) to urban activities or infra-structures (such as transport    routes, water reservoirs or airports). Various studies have shown that the poorest    sectors of the population normally occupy areas of lower land value, and often    environmentally vulnerable, thus subject to situations of environmental and    sanitation risks (DOUGLAS, 1992). At the same time, the urban-peripheral interface    provides conditions such as: space for water reservoir supplies, areas of absorption    of pluvial waters and revitalization of underground aquifers. Therefore, the    urbanization dynamics affect the hydrological processes, be it by the modification    of natural hydrographical networks, be it by the increase of impervious areas,    and by the pollution of waters due to the expansion of industrial activities    and the inadequate sanitation management (DOUROJEANNI; JOURALEV, 1999). These    processes are a fertile terrain for the development of conflicts (ABDALLA; KELSEY,    1996). Meanwhile the institutions have difficulty in dealing with the increase    of tensions due to the traditional dual orientation (urban/rural) and the rapid    transformations taking place (MATTINGLY, 1999), the conflicts are reinforced    by the fragility of these institutions and by the confrontation of interests    between powerful actors and others that are atomized and badly organized.                </font></p>     ]]></body>
<body><![CDATA[<p><font face="Verdana" size="2">In this direction, the tensions and difficulties    faced by the water source areas of São Paulo, vastly documented and well known    (BRAGA, 2000; MARCONDES, 1999), are characteristics of urban-peripheral regions    of developing countries.</font></p>     <p><font face="Verdana" size="2">The Negowat Project ("Negotiation Facilitation    of Water Management in Urban-peripheral Area") tested the use of computerized    role-playing games for the collective decisions in this area. These traditional    teaching tools have received increasing attention in the last few years due    to the evolution of computing, which has opened new areas of work (CECCHINI;    RIZZI, 2001; DUKE, 2000). In order to use it as a platform for discussion and    not only as a simple didactic tool, the game presupposes its acceptation by    the different parts involved in the process of discussion, independent from    the level of education or professional activity. The contents of the game and    the integration of the different perspectives and knowledge are jeopardized:    local, technical, or scientific; as well as the own methodology of the elaboration    of the games.</font></p>     <p><font face="Verdana" size="2">The Negowat Project made use of a participatory    modeling process, the companion modeling<a href="#nt1"><sup>1</sup></a><a name="tx1"></a>,    to develop the tested tools. This article presents the interactive and collective    methodology developed for the elaboration and test of the games. The first part    shows the conflicts that were studied and the two games developed as an outcome    from the reflection around the situation found. The second discusses the particularities    of using the games as tools within the  companion modeling and its unfolding.    Thereafter, the different stages of elaboration are presented and, finally,    the implication of the chosen methodologies in the development of the games    and in the integration of knowledge are discussed.</font></p>     <p>&nbsp;</p>     <p><font face="Verdana" size="3"><b>2<i> AguAloca and Ter'Águas: two tools to    approach two different issues</i></b></font></p>     <p><font face="Verdana" size="2">Two environmental situations in the hydrographical    basin of Alto Tietê, in the Metropolitan Region of São Paulo (MRSP) were approached:    a) the relation between land market, housing situation, access to sanitation    services and quality control of the overground water, associated to the issues    of planning, land use and local development; b) the tensions in the common management    of water quantity and quality in the planning    of its use under the scope of the hydrographical basin.</font></p>     <p><font face="Verdana" size="2">The first issue was approached in the sub-basin    of Guarapiranga, in the southern side of the metropolis. The sub-basin encompasses    the reservoir of Guarapiranga, which supplies 25% of the urban population. With    3.8 million inhabitants, it is the most densely occupied basin in the MRSP and    one of the most affected by the disordered urbanization process. The reservoir    has faced high levels of organic pollution since the seventies due to the lack    of sanitation services in the basin, especially, the irregular settlements being    divided into plots for housing, which still takes place in the region. An important    investment project during the nineties, the Guarapiranga Project did not manage    to reduce the pollution in the reservoir because of the continuous high population    growth within the basin. In this context, the first specific legislation of    watershed management (Specific Legislation of Guarapiranga Water Basin) was    established, and approved in 2006 by the State Congress after several years    of debate. Apart from that, it also created the mechanisms for the development    of one of the first simulation models of water quality (MQual – Mwhat model)    in the MRSP, which simulates the impact of changes of land use in the water    quality of the reservoir. </font></p>     <p><font face="Verdana" size="2">After preliminary discussions with the Guarapiranga    subcommittee, belonging to the Committee of the Hydrographical Basin of Alto    Tietê<a href="#nt2"><sup>2</sup></a><a name="tx2"></a>, it was decided to focus    the work towards the awareness and formation of the local population to deal    with the Specific Legislation, encompassing the tensions between urbanization,    the supply of sanitation infrastructure and water pollution control. From this    perspective, a role-playing game called Ter'Águas was developed; a computerized    game developed with the multi-agent Cormas software (<a href="http://www.cormas.fr" target="_blank">www.cormas.fr</a>),    programmed to simulate the negotiations about the planning of land use in urban-peripheral    municipalities. It is based upon the institutional framework of the Specific    Legislation of Guarapiranga hydrographical basin.</font></p>     <p><font face="Verdana" size="2">In this game, six types of actors were represented:    a) the mayor, responsible for the development of services of urban infrastructure;    b) the sanitation company; c) four neighborhood representatives, defending the    interests of local residents; d) two small agricultural farmers from the neighborhoods    surroundings; e) two big land owners with speculative and electoral interests/strategies;    and f) the owner of a leisure activity that also defended the environmental    preservation of the virtual basin.</font></p>     <p><font face="Verdana" size="2">The players take decision on their strategies    of urban infrastructure investment, taxes and subsidies, the buying and selling    of plots of land, the process of land plotting, the use of land/soil in their    properties, regularization of use or license of activities and the allocation    of plots of land to new residents. The computerized model allows the rapid calculation    of the impact caused by the land use changes in the reservoir water quality    (from an adapted version of the 'Mwhat' model), in the financial availability    of the players, in the social indexes and in the unemployment index of the municipality.    The model also allows the making of new plots and to allocate, in new neighborhoods,    migrant families that have not found available areas in the players' neighborhoods.    The first moment of the game is assigned to the individual decision making and,    subsequently, the players gather together to elaborate new common strategies    to be implemented in the next round. The interactions between the players focus    on strategies for the control of urbanization, infrastructure investment and    planning of land/soil use and land market.</font></p>     ]]></body>
<body><![CDATA[<p><font face="Verdana" size="2">The second tool is geared to the Tietê-Cabeceiras    sub-basin, which has 64% of its territory protected by the Water Sources Protection    Legislation. The sub-basin provides 10% of the MRSP drinking water, through    two interconnected systems, the Rio Claro System and the Alto Tietê-SPAT Production    System. The SPAT system was initially conceived to control floods and had three    reservoirs, whereas in 2005 and 2006 these numbers were increased to five in    order to augment water production. This basin is the only one in MRSP that still    has significant agricultural production and has agricultural farmers' representation    in the subcommittee; however, due to the strong demand of water for household    and industrial needs in the metropolitan region, the agricultural usage of water    is increasingly being questioned. Water quality has decreased regularly, especially    during the last two SPAT reservoirs. There is no consensus on the origin of    this degradation, which can have different causes: the establishment of the    reservoirs in agricultural areas, resulting, when filling them, in high amounts    of nutrients; the increase of urbanization; agricultural contamination or transference    of nutrients upstream from the reservoirs (SENDACZ et al., 2005).</font></p>     <p><font face="Verdana" size="2">In order to approach the issue of water management,    in other words, the articulation between water allocation among the multiple    users and the evolution of its quality and its implications for agriculture,    a computerized role-playing game called AguAloca (literally, it could be translated    as WaterAllocation) was developed with the software multi-agent Cormas.</font></p>     <p><font face="Verdana" size="2">Based on a virtual hydrographic basin, the game    simulates the negotiation of the allocation of water and its impacts to the    hydro resources quality.</font></p>     <p><font face="Verdana" size="2">The virtual environmental scenario is inspired    by the situation of Alto Tietê-Cabeceiras sub-basin. The basin is urban-peripheral,    and includes multiple and competitive uses affected by the proximity of a big    metropolitan center. Two municipalities integrate the basin (one of them typically    urban-peripheral and the other rural), where agriculture and industrial activities    operate under a complex hydrological system (with three reservoirs and two transferring    channels). The management system aims at providing water for residential usage    and to protect the metropolis, on a downstream direction, against floods. Specific    legislation predicts the framing of hydro resources quality in the virtual basin.</font></p>     <p><font face="Verdana" size="2">Actors (roles) were represented in the game by    the following category of players: a) the two mayors have to guarantee the access    for the population to sanitation services, one of the mayors being responsible    for the management of a municipal sanitation company, while the service of the    other municipality is managed by an independent sanitation company, which is    also responsible for supplying the metropolis found downstream; b) the framer    advises the sector and defends its interests; c) the industrialist possess two    factories of paper and cellulose, located in the basin; and d) the water and    sewage department is responsible for the operation of the hydrological system,    respecting the users' concessions.</font></p>     <p><font face="Verdana" size="2">The players have to take decisions in a period    of six months (rainy or dry season). The decisions depend upon the attributions/responsibilities    of the roles developed by the players and take into consideration: the goals    of production, the pumping necessities and the treatment of effluents. The decisions    are processed by the computerized model, in order to be translated into water    demands (in terms of quantity and quality), effluents (in terms of quality and    quantity) and criteria of satisfaction (in relation to quantity and quality).    The players can demand concession on water sources.</font></p>     <p><font face="Verdana" size="2">The two games have similarities (<a href="#t1">Table    1</a>), as they consider the issue of water sources management (process of diffuse    pollution, evolution in the quantity of nutrients in bodies of water and in    the reservoirs), the issue of geographical dynamics (urbanization and the plotting    of rural areas), the social dynamics (decision process on the use of water and    interaction among the actors), and the legislation aspects (specific virtual    legislation in the case of Ter'Águas; concession and framing of water quality    in the case of AguAloca).</font></p>     <p><a name="t1"></a></p>     <p>&nbsp;</p>     <p align="center"><img src="/img/revistas/s_asoc/v4nse/a05tab1.gif"></p>     ]]></body>
<body><![CDATA[<p>&nbsp;</p>     <p><font face="Verdana" size="2">The biophysical and geographical dynamics are    simulated by a computerized model using the same representational base, while    the actors are physically represented by the players. A system of files allows    one to gather the decisions of the players and transfer them to the computing    model, so that afterwards they can be informed about the impacts of their individual    and collective decisions, by using environmental indicators (such as the level    of polluters) and socio-economic indicators (such as the unemployment index).    The indicators serve as an interface between the virtual biophysical system    and the real players. The game is based on a succession of phases (rounds of    game), when individual decisions are taken or when bilateral negotiations take    place, and in the group discussion, when the virtual basin situation is analyzed    in search for collective solutions.</font></p>     <p><font face="Verdana" size="2">However, the focus approached in each game and    the relevant scale of intervention are very different. In the first one, the    level of relevant management is the local territory (various neighborhoods of    the same municipality), where the change in the land occupation and use is considered.    In the second, the management of the whole basin, which includes many municipalities,    is considered. The represented actors are different or they have distinct roles    and activities adapted to the issues and to the considered scale. In the AguAloca    model, the agricultural sector is represented by an actor that has only an advisory    role (orientation about the crops in two situations: organized or disorganized    farmers, that generate differentiated impacts), while the farmers of Ter'Águas    act on their properties and can modify the use of the land on their own account.</font></p>     <p>&nbsp;</p>     <p><font face="Verdana" size="3"><b>3 <i>Role-playing games for the management    of natural resources: different possibilities</i></b></font></p>     <p><font face="Verdana" size="2">Role-playing games are interactive games in which    the players/characters discuss and decide upon a defined problem-situation,    which is composed of three elements: a) a system of rules possessing an environment    in which actions are developed; b) a facilitator or master of the game, responsible    for the organization of the session, who knows the rules and orientates the    players; c) participant players, who take on roles during the game (DARE, 2005).    </font></p>     <p><font face="Verdana" size="2">In Brazil there is experience in the use of psychodrama    and sociodrama games; mainly in social interaction and capacitation. Various    games were developed for Environmental Education activities (CAMARGO, 2006).    They are generally prescriptive and have a dramatizing/theatrical approach,    with little interaction between players and virtual environment. The environmental    situation is the excuse to initiate the dramatization. The governance games,    however, have been developed to capacitate high level decision makers on techniques    of negotiations in public policy areas, including the environmental sector (DUCROT,    2006). The games are centered in the different stages of negotiation, starting    from the preparation phase, and going through the discussion table until the    elaboration of an agreement. The presentation of the roles includes a thorough    description of the resources (financial, administrative, political, environmental,    informative, etc.) that are available for each role. The aim is to achieve the    most realistic reproduction of a given social situation, in order to reproduce    the complexity of the negotiation phase. These games demand from the players    an important preparation for the incorporation of the roles and the awareness    of the situation involved.</font></p>     <p><font face="Verdana" size="2">These two tools also allow approaching the complexity    of a situation of collective decision, including the dimension of the social    situation. It aims to promote a global vision of the problem-situation, the    learning process, to make knowledge clear and to make possible its consequent    mobilization (PAHL-WAST, 2002), making them become interesting    instruments in research-action projects.    <br>   As a reality model, the role-playing games reveal themselves to be privileged    tools by the group of modeling companion, which uses various sorts of models,    such as platform of mediation and dialog between researchers and actors, and    among the actors themselves (COLLECTIF COMMOD, 2006). This approach is based    on the use of social simulation of various forms (multi-agent simulation, role-playing    games) to know and strengthen the processes of collective decision of groups    of interests that share common resources. The process seeks to make clear the    social, institutional and biophysical components of an environmental situation,    to construct a shared representation of the situation and to support processes    of discussion about the solutions. In this sense, it intends to simulate the    consequences of the implementation of decisions in the studied socioecological    system (environmental impact, impact in the other actors, reorganization of    the interactions among actors) and the interrelations, sometimes conflicting,    between individual and collective decisions. The modeling companion approach    also explicitly considers the development of the game as a modeling process    of the studied situation. It makes explicit the interactions between actors    and resources, in a simplified spatial representation of the local reality,    which involves going through the choosing process of some meaningful dynamics    according to the aims and the approached issue. The difficulties rest in the    intrinsically multidisciplinary nature of the environmental issues and in the    need to create a sufficiently simple and comprehensive representation, at the    same time, capable of considering the differences of interests and interrelations    of the components of the system. The multidisciplinary modeling difficulties    are added to the need to integrate the different representations and perspectives    of various actors with different levels of  walks of life. In order to facilitate    this process, the multidisciplinary group of Negowat project tested a collective    modeling methodology, integrating the modeling phases and confronting    it to the reality model.</font></p>     <p>&nbsp;</p>     ]]></body>
<body><![CDATA[<p><font face="Verdana" size="3"><b>4 <i>The development games methodology</i></b></font></p>     <p><font face="Verdana" size="2">The process was developed in five stages: a)    learning of the games; b) development of a common conceptual framework about    the work operation of the urban-peripheral basins; c) elaboration of the subjacent    models; d) development of the games materials; and e) test and validation of    the tools.</font></p>     <p><font face="Verdana" size="2"><b>4.1 Learning of the games</b></font></p>     <p><font face="Verdana" size="2">The bibliographical revision allowed us to highlight    various aspects of the water sources management: a) degradation of the water    quality in the reservoirs; b) uncontrolled urbanization, with no sanitation    infrastructure; c) relation between water management    <br>   policies, the current legislation and the dynamics of urban occupation in water    sources areas, linked to problems such as the devaluation of land in areas of    water source preservation (APMs); d) lack of inspection; and e) lack of housing    policies. Such aspects allowed the formulation of a simplified model of evolution    of land use and water quality in areas of water sources, in the form of a theoretic    role-playing game called JogoMan ("GameMan"). This model had the aim of capacitating    the group in the role-playing games dynamics (ADAMATTI et al., 2005) associated    to Cormas software<a href="#nt3"><sup>3</sup></a><a name="tx3"></a> (BOUSQUET    et al., 1998), and in the implementation and monitoring of game sessions (CAMARGO,    2006).   </font></p>     <p><font face="Verdana" size="2">The modeling process and the first game tests    (with under-graduate and graduate students) indicated the need to better specify    few processes and strategies, in particular: a) the way in which the land market    works, the strategies of the actors involved and the relation to urban infrastructure    management; b) the urban infrastructure implementation strategies in urban-peripheral    areas; c) the determinants and modalities of land use evolution, in particular    for the small owners present in the rural areas; d) the modalities of access,    management and allocation of water and the main priorities between the users;    and e) the local strategies (in the neighborhoods and in the small rural properties)    of access to water and to the management of hydro resources of low quality.    </font></p>     <p><font face="Verdana" size="2"><b>4.2 Collective elaboration of the common conceptual    framework involving the water sources urban-peripheral areas</b></font></p>     <p><font face="Verdana" size="2">The field work was conducted by researchers that    are each specialized in their respective field of knowledge, and it did not    allow an effective integration between the researchers, as each one focused    in his or her specific field of work. In order to facilitate the dialogue and    the multidisciplinary integration, the group elaborated a common conceptual    framework, in meetings mediated by a modeling specialist. At first, the Unified    Modeling Language (UML) was used to format the representation, which was later    simplified in order to better identify the specificities of the interpretative    framework (GRADY; JAMES, 1998).</font></p>     <p><font face="Verdana" size="2">The proposed framework included: a) representation    of the spatial dynamics, in particular, the use of land evolution; b) actors    typology, based on the relations of property and residency, according to the    direct and indirect action on the hydro resources and on the land; and c) hydrologic    representation, which allowed the representation of the spatial processes, the    allocation of water among uses and a simplified representation of the water    quality degradation processes. </font></p>     <p><font face="Verdana" size="2">A given area, defined as a plot of land, was    considered as a spatial unit of land use. The uses of land defined in each land    plot generate charges of diffuse pollution (nitrogen and phosphate) in the overground    waters, which can be modified by the action of the actors. The plot of land    is also the support for urban infrastructure. The land occupation was represented    by groups of families, in which the size defines the occupation density in the    plot of land, as well as the resulting quantity of sewage. The final impact    on the hydro resources depends on the proximity of the plot of land to the water    courses, the use of land, the population density and the infrastructure of sanitation.    New groups of families arrive at the place and search for areas to occupy. Apart    from the dwellers represented by the groups of families, there are still five    other types of actors being represented: a) mayors; b) sanitation company; c)    working conditions manager of the hydrographic system; d) owners of non-urban    plots of land who do not live in the area; and e) owners of non-urban plots    of land who live in the area and who can modify its use. All actors develop    activities and take daily decisions that affect directly the natural resources    (such as water consumption, release of effluents or modification of the use    of land). They can be organized and have representatives. Also, there are actors    who only indirectly act on the resources, through legislative or monitoring    actions, such as governmental bodies or inspection and control agencies. Within    the category of actors producing indirect actions, there are groups of interest    who have a seat on the basin committee. In the case of São Paulo water sources,    in contrast to the European cities (PAHL-WOSTL, 2002), it has been defined that    the actions of these groups are frequently indirect, acting as executing agents    of water infrastructure development, through lobbies or consciousness promotion    and capacitating of local civil society. </font></p>     ]]></body>
<body><![CDATA[<p><font face="Verdana" size="2">The hydrological representation of the conceptual    framework focused on the articulation between the spatial dynamics and the allocation    of overground water. The underground water was not considered. The use of land    generates water demands and provokes the diffuse pollution in the level of micro    basin. The dwellers produce sewage that can or cannot be collected and treated    through adequate sanitation infrastructure. Therefore, the changes in land use    on the plot of land, translate into modification of water demands and the level    of diffuse pollution at the micro basin. Only the reservoirs which export or    import nutrients had its dynamics thoroughly specified. In order to simplify,    it was considered that the level of the reservoirs does not vary significantly,    as well as its internal heterogeneity. The reservoirs were spatially represented    as a compound of plots of land, transformable and classified as being of the    water type.  </font></p>     <p><font face="Verdana" size="2">Even though simplified, the framework showed    the existence of various fundamental elements needed to understand how the peripheral    urban basins generally work: a) the articulation between the dynamics of land    use and land market; b) the role of urban infrastructure; c) the impact of the    dynamics involved in the quality of hydro resources; and d) the difference between    residential and non-residential actors in the local social interactions. It    was assumed that the local permanent residents were integrated into local social    networks, which reinforces the possibility of social control. The more organized    the social networks are, the more residents have the chance to stay at the place.    The framework limited the non-resident actors in the area into three types of    users: a) owners of weekend houses; b) business men, who have interest in developing    the economy of the area; c) owners of plots of land, who have less strong links    to the local territory (predominantly with economic strategies) and who interact    differently from the local residents to the issue of water and land.</font></p>     <p><font face="Verdana" size="2">The content of the game is presented at the beginning    of the sessions, in a schematic way, and does not take into consideration the    stages of evolution. This demands a stronger effort of the participants in order    to define their strategies in relation to the changes of land use and water,    or the implementation of infrastructure, as well as the interrelation between    these factors. It is important to highlight that the elaboration of the game    orients itself by issues defined in each sub region of study, in collaboration    with the actors, from the results obtained in the various thematic researches    and in local analysis done at the beginning of the project (<a href="/img/revistas/s_asoc/v4nse/a05fig01.gif">Figure    1</a>).</font></p>     <p><font face="Verdana" size="2"><b>4.3 The use of the conceptual framework for    the elaboration of the game's base</b></font></p>     <p><font face="Verdana" size="2">The research development dynamics demanded the    formation of a working team composed of researchers belonging to all institutions    involved, so being responsible for developing the subjacent model to the game,    including the strategies to bring awareness to the actors involved. The subjacent    model (<a href="#f2">Figure 2</a>) specified: a) the tasks, the indicators and    the necessary information for decision making; b) the main relations between    each type of social actors involved; and c) the reference framework that influences    the decision of each actor.</font></p>     <p><a name="f2"></a></p>     <p>&nbsp;</p>     <p align="center"><img src="/img/revistas/s_asoc/v4nse/a05fig02.gif"></p>     <p>&nbsp;</p>     <p><font face="Verdana" size="2">In the two games, the model was based on the    conceptual framework defined above and was detailed, for each studied situation,    from the methodology proposed by the accompanying modeling group. For instance,    the AguAloca group detailed the relations between land and water that affect    the water quality, meanwhile the Ter'Águas group explicated the mechanisms of    land use evolution.   </font></p>     ]]></body>
<body><![CDATA[<p><font face="Verdana" size="2">The key-actors of the process and the impact    of their actions on the physical resources were detailed through a rapid specification    of the modalities of interaction between actors, which can be of contractual    order, market, service, etc. Finally, for each actor the spatial and temporal    scale of reference related to the decision making process in the game was identified.    </font></p>     <p><font face="Verdana" size="2">Various meetings of the two groups of work were    held in order to finish the model, including specific moments of interaction    with key-actors, aiming at integrating their representations and knowledge.    For the Ter'Águas game, workshops with local residents representatives of the    working class neighborhoods were developed. This allowed collecting the local    actors' representations on the various issues and identifying the negotiations    strategies in relation to the sanitation company and to the municipal government.    It was observed that residents had the tendency to mainly focus on the more    visible aspects of the problem (such as solid residues in the rivers or invasion    of rats), rather than the pollution by sewage, the main problem of the basin.    Apart from that, it was verified that they do not trust their public representatives,    that they desire an increase in their quality of life and, in particular, that    they want more information on how to adequate their situation to the current    legal norms (BARBAN, 2005). In order to specify the management strategies and    indexes for the AguAloca game, the game itself and the subjacent model hypotheses    were presented and discussed in meetings held with researchers and representatives    of the basin subcommittee.</font></p>     <p><font face="Verdana" size="2"><b>4.4 The elaboration of the support materials    for the game</b></font></p>     <p><font face="Verdana" size="2">The following phase consisted of developing the    support materials for the game (game board, computerized model, rules and cards).    For that to happen, first of all it was necessary to choose a common spatial    and temporal unit. In the case of the AguAloca game, which represents a big    area, its spatial base unit is five square kilometers, whereas its temporal    base unit is six months. In the Ter'águas game, the spatial base unit is one    hectare and its temporal base is one year. The framework for the game, in which    the actions of the players take place, was drawn up using the spatial base unit.    In the games of the ComMod type, the spatial representation (maps) does not    only have the aim of facilitating the incorporation of the roles, but it is    also the bearer of the environmental dynamics and/or of the actions of the players.</font></p>     <p><font face="Verdana" size="2">It was decided to format the population and natural    dynamics by using the multiagent Cormas software, which resulted in the elaboration    of the computerized game. These games facilitate the fulfillment of tasks and    calculations that represent the complexity of environmental dynamics, such as    water flows or the process of environmental pollution diffusion, which, done    in a different way, would be difficult to represent. It is important to highlight,    therefore, that a full manual version of the Ter'Águas game was evaluated as    being too formal, or not playful enough, and only adequate for the didactic    use. The use of a computer game also facilitates the monitoring and evaluation    of a game session, by providing the possibility of registering all stages and    the decision making, which can help in the collective analysis of the game and    to discern, understand and better analyze the impact of different chosen options    and strategies. However, the computerized games also have important disadvantages,    in a way that it can become a "black box" for some users, capable of giving    magic answers, as well as not being flexible enough, in other words, the solutions'    options and alternatives become limited to the alternatives incorporated into    the model. The interface between the players and the computer can also be difficult    to manage or to comprehend.       </font></p>     <p><font face="Verdana" size="2"><b>4.5 Test and validation</b></font></p>     <p><font face="Verdana" size="2">The last stage consisted of the testing of the    games, the evaluation of their viability, and the validations of the subjacent    model and the proximity to the representations of the main actors. The first    tests, held with members of the project and students, allowed the verification    and improvement of the playability and ergonomic aspects of the framework, however,    without validating the content of the game and the base models, as the students,    even those coursing the graduate degree, rarely demonstrate knowledge and experience    of the represented situation in order to allow this validation. The more one    does not know about the problems, the more there is the tendency to play the    game and to seek for the individual performance measured by the points allowed    by the rules, independently of the experienced situation, and moving away from    situations of conflict. Thus, the validation of the global representation is    done by actors involved in the decision making process. The considered elements    for the validation of the representation were: a) the choices and simplifications    made; b) the used indicators and information; c) the providences and the selected    interaction rules. The validation tests produced the incorporation of some functions    not previously considered, as well as the spatial simplification of the game,    which resulted in a better framework and put away the spatial base of real maps.</font></p>     <p>&nbsp;</p>     <p><font face="Verdana" size="3"><b>5 <i>Discussion</i></b></font></p>     <p><font face="Verdana" size="2"><b>5.1 The games as a reality model</b></font></p>     ]]></body>
<body><![CDATA[<p><font face="Verdana" size="2">The elaboration of the games always results from    a process that combines, through stages, the formal modeling, field research    and validation tests. The researchers' work of modeling hypothesis confrontation,    together with the reality and the local actors' representations, was followed    by a substantial modification of the subjacent models of the games. A model    elaborated from the literature and the representations of some institutional    actors, the first game (JogoMan &#091;ManGame&#093;) was evaluated as inadequate,    even though it was playable, and didactically interesting to discuss the role    of the basin committee. It did not adequately present some essential functions    and tended to make the migrants responsible for the process of population growth,    while the reality is much more complex. It is worth to remember that role-playing    games can be tools that potentiate an ethically inadequate utilization, due    to the possibility of orienting the representations about the functioning of    a real situation according to its content. It is exactly for this reason that    the methodology of the subjacent modeling specification is so important.</font></p>     <p><font face="Verdana" size="2">The games were inspired by real situations, purposely    simplified to become a virtual situation. In the Ter'Águas game, the urbanizing    process was limited to a process of plotting of land by the owner (simultaneous    sharing and selling of the land to several families). In reality, other modalities    can be found, such as the progressive division of the plots of land, which tend    to generate more populated areas (BUENO, 2004). It is still important to highlight    that the validation tests with actors meant to framework even further the geographical    representation, in detriment to the true geographic base.</font></p>     <p><font face="Verdana" size="2">One of the aims of the game is to stimulate the    players to a virtual scenario very close to that of reality itself to trace    a parallel with their experiences and knowledge, at the same time it is sufficiently    thought through and organized to analyze the real system. It is not the case,    for instance, of reproducing the negotiations exactly as they happen. This objective    would be valid if the results of the simulation were to be used in reality.    In this case, however, it can be questioned why there is the need to reconstruct    a complex virtual situation such as reality, instead of using the real scenario    directly. The fundamental orienting question to define the representation of    reality then is how to do it in a way that the subjacent process of negotiations    is made comprehensible to the participants.</font></p>     <p><font face="Verdana" size="2">Therefore, the distancing of reality, provided    by the virtual scenario, allows the distancing of the personal links with the    environment. It opens space for the redefinition of other levels of discussion,    while their own participation obliges the players to formalize explicitly their    relations, allowing them to be analyzed. Therefore, the modeling process extends    itself to the definition of roles. In games such as ComMod, the roles are only    defined by actions and decisions susceptible to affect the natural resources,    corresponding to an action based upon strategies/interests. Other types of games    can specify the personal relations with the environment or the power relations    among actors, an essential component of the definition of the role-playing games    of governance.</font></p>     <p><font face="Verdana" size="2">The definition of role content is important and    its impact depends on the type of public being considered. For a poorly informed    public, roles feebly defined are difficult to incorporate and make complicated    the participation in the game, restricting the action on the virtual level.    However, when people are well informed (an actor that plays his/her own role,    independently of his/her level of education), a higher specification of the    role can be perceived as restrictive of his/her playing role, forcing him/her    to act towards a determined direction. As it is expected that the players project    in the game, at least partially, their proceedings and modalities of interaction    found in real life, the challenge consists of providing the minimum necessary    information so that the player acts, even if he/she is not representing the    role in which he/she has affinity in real life.</font></p>     <p><font face="Verdana" size="2">It was purposely chosen to develop two different    games, on different scales, detailing the hydrological dynamics (AguAloca) and    the real state dynamics (Ter'Águas). It would have been possible to develop    only one game, but this integration would necessarily mean more complexity:    an increase in the number of roles, actors, decisions and indicators to be considered.    A complex game necessarily demands a preparing phase for the learning of the    virtual scenario, which can be more important than the game itself. There is    also the tendency for the game to loose its playable characteristic, a fundamental    element to facilitate the mobilization of actors and a discussion in a non-conflictive    locus. Moreover, complex models end up loosing their explanatory and analytical    capacities. Consequently, when the aim of the game is to use it in the process    of modeling companion, the challenge in its elaboration rests in the equilibrium    between the reproduction of elements of reality and its simplification, so that    they become comprehensible.</font></p>     <p><font face="Verdana" size="2"><b>5.2 Integration of local actors and managers'    knowledge</b></font></p>     <p><font face="Verdana" size="2">The local actors' knowledge was integrated to    the model in two ways: a) indirectly, formatted as soon as they had been perceived    by the researchers that participated in the workshops with the local communities;    and b) directly, through the incorporation of criticisms made against the base    model, during the validation sessions. The Ter'Águas workshops particularly    pointed to: a) the variability of the supply of water sources among neighborhoods    and households; b) the preoccupation of local residents in relation to the urban    infrastructure, not only linked to the water issue (i.e. school, transport,    health); and c) the diversity of neighborhoods and the related environmental    preoccupations.</font></p>     <p><font face="Verdana" size="2">It is worth remembering that companion modeling    games present difficulties to integrate actors who do not have direct action    on the natural resources.</font></p>     <p><font face="Verdana" size="2">In the Ter'Águas' workshops held with the local    actors, the preoccupation in relation to the neighborhood and the plots of land    of each actor became manifest. Even when well informed, the more active representatives    limited their actions to their neighborhood realm, having difficulties in thinking    about the common problems they have with the other neighborhoods and in projecting    the discussions outside the specific situation. This stimulated an individual    action by the neighborhood representatives, and made difficult the collective    articulation and organization in the context of the municipality. In reality,    some experiences had already shown that whenever the differences in walks of    life are not too significant it is possible to integrate residents and other    local actors in collective processes of modeling and construction of models.    In Senegal, a three day workshop allowed the rules of land use and access to    water to be made explicit among the farmers and nomadic shepherds during the    elaboration of a multi-agent model that served as a framework to discuss the    development of certain areas (D'AQUINO et al., 2003). In the Pacific region,    the actors' representations were rescued through interviews based on photographs,    followed by a discourse analysis and then the transformation into a model by    specialists. The model was validated by the role-playing game that was developed    (DRAY et al., 2006). In the Negowat-Ter'Águas project, one of the workshops    held with a group of health workers showed that it is possible to use this methodology    to represent the mechanisms promoting urbanization. However, it was not possible    to confront, in the same workshop, the representations of actors of different    backgrounds and walks of life (such as institutional actors, local actors and    researchers), which would have shown the reach of the modeling companion method.    The time to elaborate and the availability of the different groups were factors    that made the interaction between these diverse set of groups difficult. Therefore,    the different walks of life and asymmetries in the relations between actors    put into question the possibility of having a true dialog without a previous    preparation of the local actors.</font></p>     ]]></body>
<body><![CDATA[<p><font face="Verdana" size="2"><b>5.3 Collective learning</b></font></p>     <p><font face="Verdana" size="2">Apart from (re)discovering the potentiality of    the role-playing games and that of possible paths of social and spatial computerized    representation, which makes explicit the environmental processes through the    multi-agent modeling, the collaborative model, based on a participative modeling    attitude, was perceived as being a particularly important instrument to promote    collective learning in the group. The integration of  individual knowledge,    through the visual simulation of its consequences that considered its specificities    in a language accessible to all participants, the collective selection of the    model structuring elements and the effort of minimum quantification of processes    allowed for the interchanging of information among the researchers, but also    to point out weaknesses and critical elements of the generated knowledge. In    this moment of collective meeting, where each one of the participants exposes,    structures and synthesizes its own knowledge, it becomes possible to understand    and to acquire information from other areas. At the same time, the meeting enables    the verification of the relevance of the interpretations and representations    started to be elaborated in the fieldwork, therefore, allowing the refinement    process of the modeling standard. As outcomes of these interactions, the games    are thus visible and collective.  </font></p>     <p><font face="Verdana" size="2">The work of collective integration, however,    had questions associated with the time of execution, which brought important    questions to be reflected upon. Difficulties in the mobilization of the teams    limited the collective elaboration work of the conceptual base    <br>   of the games, at the same time the detailed specifications of the content and    the computerized work were implemented by a small team of modeling specialists.    The consequence is that the access to the computerized part of the games became    restricted to some researchers, becoming a "black box" for the rest of the team.    The collective and detailed development of the game is possible. It consists    of writing each action or task developed by the actors in a grammatically simplified    language, with simple phrases (subject – verb – complement), however, completely    comprehensible.</font></p>     <p><font face="Verdana" size="2">These phrases are later transformed into adequate    computerized codes. The collective formulation work, however, demands a time    and it was not tested by the project, due to difficulties of mobilization.       </font></p>     <p><font face="Verdana" size="2">Another important difficulty is that the collective    construction consolidates itself if the participants have a thorough practical    knowledge about reality. The initial attempts to interact with researchers that    only had theoretical representations of the dynamics led to general discussions    that were not as meaningful in terms of intervention and collective learning.    As a consequence, the potentiality of interaction only began to become apparent    after few months of thematic fieldwork. However, the implementation of parallel    activities to the thematic research, such as interactive workshops with actors    involved and the collective workshops among researchers, made difficult the    understanding of the collective modeling sequence of activities, the individual    logic of each researcher and the articulation between these different activities.     </font></p>     <p>&nbsp;</p>     <p><font face="Verdana" size="3"><b>6. <i>Conclusion</i></b></font></p>     <p><font face="Verdana" size="2">In the last forty years many experiences were    developed in the use of role-playing games to help the management of environmental    processes. The advances in the field of computer science allowed the development    of tools with which it is possible to implement the decisions taken by the players    and to discuss the consequences in the hydro-social system. More than the incorporation    of a computerized base, role-playing games based on the companion modeling approach    are innovative because of the aggregation of the following aspects: a) as mediation    tools among actors that participate in the environmental management, including    technicians and researchers; b) as models that combine the representation of    natural and social dynamics; and c) as tools that envisage the approximation    of the questions elaborated by the scientific researchers to those raised among    the social actors involved in the system. It constitutes a platform of collective    learning, aiming at constructing an integrated and multidisciplinary vision    about the reality among researchers, decision makers and local actors, as well    as facilitating the dialogue, sharing of knowledge and taking of decisions facing    the lived reality, promoting the reflection about the processes involved and    the comprehension/visualization of future sceneries.    </font></p>     <p><font face="Verdana" size="2">In this direction, the process of game elaboration    is fundamental in relation to the session of the game itself. It is an important    opportunity to integrate different levels of knowledge, scientific, technical    and local. Therefore, more than an exercise of development of a pedagogical    tool, the elaboration of games was explicitly treated as a modeling process.    This collective and participatory work enabled the collective learning of the    participants, and integrated researchers and actors. For many researchers involved    in the project, the work allowed them to (re)discover the interest for the tool    – the role-playing game – as an instrument of training, capacitating and, finally,    intervention. The two games developed were used in a pilot experience of support    to a shared management practice with social actors, allowing the strengthening    of the collective decision processes of groups.</font></p>     ]]></body>
<body><![CDATA[<p>&nbsp;</p>     <p><font face="Verdana" size="3"><b>Acknowledgements</b></font></p>     <p><font face="Verdana" size="2">To the European Community, FAPESP and DFID for    their financial support. This work would not have been accomplished without    the participation of the various people from DAEE, SABESP, the Parelheiros,    Mogi das Cruzes, Suzano, Poá, Salesópolis and Biritiba Mirim municipal and sub-municipal    governments, and the communities of these municipalities, as well as the different    research and student groups from USP, UMC, UNICAMP, UNISA and APTA. </font></p>     <p>&nbsp;</p>     <p><font face="Verdana" size="3"><b>Bibliography</b></font></p>     <!-- ref --><p><font face="Verdana" size="2">ABDALLA, C.; KELSEY, T. W. 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Toward sustainability in the water    sector - the importance of human actors and processes of social learning. <b>Aquatic    sciences,</b> Birkhäuser, v. 64, n. 4, p. 394-411, 2002.    </font></p>     <p>&nbsp;</p>     <p><font face="Verdana" size="3"><b>Notes</b></font></p>     <p><font face="Verdana" size="2"><a name="nt1"></a><a href="#tx1">1</a> Modeling    companion is a methodology developed by COLLETIF COMMOD (<a href="http://www.comod.org" target="_blank">www.comod.org</a>).    It intends to approximate the questions and issues elaborated by the scientific    researchers to the ones raised among the social actors involved in the system.    It is constituted of a platform of collective learning, aiming at constructing    an integrated vision of reality among researchers, decision makers and local    actors, as well as facilitating the dialog, the sharing of knowledge and the    taking of collective decisions in an intervention.    <br>   <a name="nt2"></a><a href="#tx2">2</a> The Alto Tietê Committee expanded its    decentralization in1997, organizing itself into five regional Sub-Committes.    <br>   <a name="nt3"></a><a href="#tx3">3</a> Common-Pool Resources and Multi-Agent    Systems (<a href="http://cormas.cirad.fr/" target="_blank">http://cormas.cirad.fr/</a>).</font></p>     ]]></body>
<body><![CDATA[<p>&nbsp;</p>     <p>&nbsp;</p>     <p><font face="Verdana" size="2"><b><a name="end"></a><a href="#top"><img src="/img/revistas/s_asoc/v4nse/seta.gif" border="0"></a>    Corresponding author:    <br>   </b>Raphaele Ducrot    <br>   FUNCEME    <br>   Av. Rui Barbosa, 146    <br>   Post code  60115-221, Fortaleza - CE, Brazil    <br>   E-mail: <a href="mailto:raphaele.ducrot@cirad.fr">raphaele.ducrot@cirad.fr</a>    <br>   Pedro Roberto Jacobi    <br>   São Paulo University - PROCAM/USP    ]]></body>
<body><![CDATA[<br>   Rua do Anfiteatro, 181, Colmeias, Favo 14    <br>   Post code 05508-900 São Paulo, Brazil    <br>   E-mail: <u><a href="mailto:prjacobi@usp.br">prjacobi@usp.br</a></u></font></p>      ]]></body><back>
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