Construction of game supports. Game tests.

22 Play ending. The game ends after four turns but this limit can be extended up to six turns. At the end of the game, 15 minutes break are given to players after what a collective debriefing is organised to discuss the game events. Game scenarios. To initiate a discussion on the function of communication among the community, two different communication scenarios were proposed: one forbidding exchanges among villages and one offering a five minutes free consultation time extendable between each turn. To evaluate participants’ spontaneous use of exchanges, it was decided to announce the ban of communication only if necessary. Game supports. This design led to the construction of several game supports: a set of player kits, a game board, a results notice board. Additional information boards were also created to make explicit all indicators and therefore to open them clearly to discussions. A computer with KKB model software and a printer were also necessary.

3.2. Construction of game supports.

Game supports have to be easy to understand and to manipulate for all participants. Moreover, their symbolism needs to be questioned in the cultural context. For example in our case, red and yellow colours were excluded due to their political connotation. All the game supports are illustrated in box 1 and some of their features are detailed below. Player kits, game board and results notice board. These elements were built following the rules’ specifications. Regarding the gear cards, they were represented by a trap or net drawing and symbolized one unit of fishing pressure without correlation to a real number of gears. This enlightened the schematic nature of the game and its role of dialogue tool rather than expert tool. Colour sets selected were: to print id tags and player game sheets in differently coloured papers for village 1 pink and for village 2 blue; to use coloured post-its as player-code on their id tags, game sheet and gear cards. Game indicators were displayed in several forms graphs, pie charts, index and numbers as presented in table IV. Information boards. Two information boards were created. One specified the distribution of BSC size classes, the sexual maturity size, and the correlation with trap and net mesh sizes. It was associated to real BSC carapace shells and rulers. The second one characterized gear cards’ catch expectation considering gear types and subpopulation density index. It also informed the characterization of ovigerous female recorded. 23 Box 1. Illustration of IdeasFishery game supports 1 : player kit. 2 : game board. 3 : results bulletin board. 4 : third village player’ counter. 5: information boards. 6: BSC carapace shells. 7: a computer with KKB model software and a printer. 3 4 5 6 2 1 7 24

3.3. Game tests.

Before implementation, game tools and sequences were experimented with five undergraduate students from Chulalongkorn University. It influenced the game design; and it notably encouraged the collectivization of all indicators results to open information exchanges and to reduce printing time. An example of public result sheet in its last version was then presented to few local stakeholders to test its legibility.

CHAPTER 4. GAME ORGANISATION WITH LOCAL STAKEHOLDERS