Serious Games are defined as games that are explicitly and carefully developed for non-entertainment purposes (Mendler de Suarez, Suarez and Bachofen, 2012). Serious games were initially used for military training but has now increasingly been used for decision making, capacity building, stakeholder engagement in businesses, sustainability projects and water resources management. Gamification refers to the transfer of game methodologies or elements to non-game applications and sectors, e.g., to water resources management processes. The gamification of water resources management offers a more attractive environment while also fostering active engagement and motivation amongst the players through a systems thinking approach (Aubert, Bauer and Lienert, 2018).
Serious games enable interactive storytelling and allow players to participate potential scenarios that require them to think critically and analyse issues from a new perspective, and to reconsider the roles they may take in the face of different situations (Marome, Natakun and Archer, 2021). By participating in a game, the players are presented with a safe trial and error environment where they can experiment with alternative courses of actions while also exploring the consequences of their actions over time. This process allows for the transfer of knowledge amongst participants and from the game itself. In some cases, the games support conflict management (Tool C6.03), negotiation (Tool C6.01) and facilitates future collaborations by developing understanding beyond the self-interest of each stakeholder (Marini et al., 2018).