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A game of Power, Participation and Politics

Creative Piece


This creative response is a role-play card game designed to communicate the key findings of Turnhout et al. (2020), who argue that co-production often reinforces existing power structures, privileges scientific knowledge, and fails to achieve transformative outcomes. Players take on stakeholder roles (e.g. Scientist, Activist, Policy Officer), each with different motivations, fears, and power levels. Through character-specific problems, event-driven tensions, and group reflection, players explore the politics of participation from within.

The game uses communication techniques grounded in constructivist learning theory, which emphasises active, experience-based knowledge-building and sociocultural learning theory, which highlights the role of social interaction and context (Vygotsky, 1978). Players construct understanding through dialogue, role-play, and reflection methods that support engagement, identity formation, and critical thinking (Gee, 2008), these game mechanics make for a more inclusive learning environment for  kinesthetic, visual, and auditory learners (Zeni et al., 2019).

The structure mirrors the four stages of co-production identified by Turnhout et al.: framing, participation, knowledge integration, and outcomes. Rather than relying on quizzes the game employs narrative, open-ended discussion, and tension-based scenarios shown to improve learning outcomes (Qian and Clark, 2016; Randel et al., 1992).

Visually, the game follows multimedia and user-centred design principles. Colour-coded cards and schematic icons reduce cognitive load and aid schema-building (Mayer and Moreno, 2003; Clark and Lyons, 2010), while clean layouts and purposeful visuals avoid decorative distraction (Hegarty, 2011). Rather than delivering fixed outcomes, this game prioritises learning, reflection and transformations, just as Turnhout et al., (2020) says is needed for “true” co-production.

Reference list

Clark, R.C., Lyons, C. and Hoover, L. (2010) ‘Graphics for learning: Proven guidelines for planning, designing, and evaluating visuals in training materials’, Performance Improvement, 43(2), pp. 45–47. Available at: https://doi.org/10.1002/pfi.4140431011.

Gee, J.P. (2008) ‘Opportunities to Learn in Practice and Identity’, in D.C. Pullin, J.P. Gee, E.H. Haertel, and L.J. Young (eds) Cambridge University Press eBooks. Cambridge University Press, pp. 170–199. Available at: https://doi.org/10.1017/cbo9780511802157.009.

Hegarty, M. (2011) ‘The Cognitive Science of Visual‐Spatial Displays: Implications for Design’, Topics in Cognitive Science, 3(3), pp. 446–474. Available at: https://doi.org/10.1111/j.1756-8765.2011.01150.x.

Johnson, C.I. and Mayer, R.E. (2010) ‘Applying the self-explanation principle to multimedia learning in a computer-based game-like environment’, Computers in Human Behavior, 26(6), pp. 1246–1252. Available at: https://doi.org/10.1016/j.chb.2010.03.025.

Mayer, R.E. and Moreno, R. (2003) ‘Nine ways to reduce cognitive load in multimedia learning’, Educational Psychologist, 38(1), pp. 43–52. Available at: https://doi.org/10.1207/s15326985ep3801_6.

Qian, M. and Clark, K.R. (2016) ‘Game-based Learning and 21st century skills: A review of recent research’, Computers in Human Behavior, 63(63), pp. 50–58. Available at: https://doi.org/10.1016/j.chb.2016.05.023.

Randel, J.M., Morris, B.A., Wetzel, C.D. and Whitehill, B.V. (1992) ‘The Effectiveness of Games for Educational Purposes: A Review of Recent Research’, Simulation & Gaming, 23(3), pp. 261–276. Available at: https://doi.org/10.1177/1046878192233001.

Shute, V.J. (2011) ‘Stealth assessment in computer-based games to support learning’, in Computer games and instruction. IAP Information Age Publishing, pp. 503–524.

Steinkuehler, C. (2008) ‘Massively Multiplayer Online Games as an Educational Technology: An Outline for Research.’, Educational Technology archive, 48(1), pp. 10–20.

Turnhout, E., Metze, T., Wyborn, C., Klenk, N. and Louder, E. (2020) ‘The politics of co-production: participation, power, and transformation’, Current Opinion in Environmental Sustainability, 42(42), pp. 15–21.

Vygotsky, L.S. (1978) ‘Mind in Society: Development of Higher Psychological Processes’, Mind in Society: Development of Higher Psychological Processes, 1(1). Available at: https://doi.org/10.2307/j.ctvjf9vz4.

Zeni, S.M., Noor, Saflina Azis and Mat, M.K. (2019) ‘Students’ Sensory Modalities and Acceptance of using FUNancial.S.Battle (FSB) as Learning Method In Accounting Education’, Gading Journal for the Social Sciences (e-ISSN 2600-7568), 22(02), pp. 18–25. Available at: https://doi.org/10.24191/gading.v22i02.220.