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Kulayinjana ("Teaching Each Other"): A role playing game to elicit, model and simulate cattle complex herding strategies. Engaging people in co-designing a role-playing (RPG) game that mimics their everyday life

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Academic year: 2021

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Kulayinjana («

Teaching Each Other

»): A Role Playing Game to elicit, model

and simulate cattle complex herding strategies

Engaging people in co-designing a role-playing (RPG) game that mimics their everyday life

Arthur Perrotton

1

, Christophe Le Page

2

, Peace Chuma

3

, Bernard Triomphe

4

, Michel de Garine Wichatitsky

2

1 CIRAD, Dep. Environment & Society ,UR AGIRs. Harare, Zimbabwe, 2CIRAD, Dep. Environment & Society ,UR GREEN. Montpellier, France , 3FranceCNRS/National University of Science and Technology, Hwange/Bulawayo, Zimbabwe, 4CIRAD, UR Innovation, Montpellier,

A Socioecological system with complex interactions between rural communities (Hwange District - ward 15) and a protected area (Sikumi Forest).

Cattle herding = bone of contention between rural communities and forest managers:

Cattle herding at the heart of coexistence

between rural communities and

conservation areas

For more information: A. Perrotton (PhD Student),

CIRAD, Montpellier, France arthur.perrotton@cirad.fr

The Team: 11 Villagers and 3 researchers working jointly with a common objective

1st workshop

• Starting the process

• Presenting the Draft game • Re-designing the game

Re-design

Re-design

Finalized

Co-designed

Game

Activities

Living with a family in a village (Magoli)

Participant observation & interviews

Driving cattle in the forest with herders

Objectives

Overview of the system

Knowing people and being known

Building trust

Defining a co-designing team

Conclusion

Process achieved through mutual trust, freedom of speech and

reciprocity.

Objective reached: Developing an intermediate object that makes

sense for all the members of the team, and allows us to collect data

on cattle herding strategies

Re-design

2nd workshop

• Testing a new game board • Validations/corrections of

dynamics and rules

3rd workshop

• Testing the final setting • Validations/corrections of

dynamics and rules

June 2014

Nov. 2014

April 2015

The virtual environment reproduces their real life setting: e.g. Village Vs Forest, wildlife, rainfalls.

Uncertainty is part of the game: climate, predation and crops raiding by wildlife

Players play their real lives: managing their farms and driving their cattle in a dynamic environment

The environment (grazing availability, fields) will be impacted by players’ decisions

Players can collaborate, or play individually

A playing session involves 2 agricultural years with two different rainfall patterns

0,0 5,0 10,0 15,0 20,0 25,0 30,0 35,0 40,0

Hard Not really hard quite easy very easy

Is the game easy to play?

0 10 20 30 40 50 60

Not at all Not really Yes Very realistic

Is the game realistic ?

•1972: Creation of the Sikumi Forest  banned access for communities

1992: Major Droughtcommunities obtain a controlled right of access to the forest. Grazing allowed, but the official authorized distance is controversial (from 2 to 7 kms) Forest managers acknowledge the rural need for grazing land and the benefits of such policy : buffer zone; decreased risk of fire; improved relationships…but are concerned by sides effects such as overgrazing, diseases transmissions and opportunist activities like poaching.

Herding cattle inside the forest is a key practice for farmers living on the edge of the forest: Access to grazing and water pans that are scarce in the villages; allows to avoid

crop damages due to cows entering fields.

Cattle herding is part of a complex farming strategy , various socioecological parameters will influence herders’ decisions: personal history, individual

objectives, interactions with other farmers/herders, cattle body

condition, size of the herd,

climate, agricultural calendar…

From Field observations …

Références

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