Play more, live better! Using sustainable wildlife management games to help adults and children collaborate and solve complex problems together

dc.creatorFAO;
dc.date2024-04-09T10:36:22Z
dc.date2024-04-09T10:36:22Z
dc.date2024
dc.date2024-04-08T14:25:46Z
dc.date.accessioned2026-06-27T21:39:11Z
dc.descriptionThis publication is the first of the Innovation in Practice case-studies series produced by the SWM Programme, including technical, social, legal and institutional innovations. The first case study focuses on the partners (FAO, WCS, CIFOR-ICRAF and CIRAD) development and testing of innovative no-tech or low-tech games. Each needed to be simple and relatively quick to play, require only locally available and low cost materials, and be appropriate for players with low levels of literacy and numeracy, with little or no experience with multiplayer and role-playing games. These games can be played without technology, but they do not preclude the use of smart phones or laptop computers to capture and analyze the outcomes generated by the players. Role-playing games are fun, engaging and valuable for social learning where communities can devise strategies and learn to avoid undesired outcomes.This first case study is going to walk you through the different games developed and played in the different sites, unrevelling the importance of communities to take part in those and lessons learnt.
dc.format16 p.
dc.formatapplication/pdf
dc.identifierhttps://openknowledge.fao.org/handle/20.500.14283/cc9722en
dc.identifierhttp://www.fao.org/3/cc9722en/cc9722en.pdf
dc.identifier.urihttp://hdl.handle.net/123456789/230136
dc.languageEnglish
dc.publisherFAO ;
dc.rightsFAO
dc.rightsCC BY NC SA 3.0 IGO
dc.titlePlay more, live better! Using sustainable wildlife management games to help adults and children collaborate and solve complex problems together
dc.typeBrochure, flyer, fact-sheet

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