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The document details the creation of MONITOR ECOTECH, a digital 'alpha' version of a serious game system (SGS) developed by Uppsala University as part of the BONUS RETURN project. The system aims to provide a participatory learning space for stakeholders to test the feasibility and vulnerability of various eco-technologies used to reduce nutrient and pollution emissions in the Baltic Sea Region. Built using the Unity 3D engine, the game uses socio-ecological data from environmental modelling and stakeholder consultations to simulate the impact of different technology combinations on nutrient flows. It differs from its board game predecessor, SELECT ECOTECH, by offering higher data granularity, real-time tracking of emissions, and the ability to simulate longer timeframes and more complex scenarios, specifically targeting 'wicked' problems where traditional environmental monitoring and assessment are insufficient.

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  • MONITOR ECOTECH is designed to address the limitations of traditional environmental monitoring and assessment (EMA), which the authors argue is too 'techno-centric' and fails to account for qualitative local knowledge or 'wicked' situations where values are disputed and decisions are urgent.
  • The digital system provides several advantages over the previous board game version, including the ability to track nutrient emissions with finer granularity via bar charts and flow data, the capacity to test a larger number of eco-technology constellations, and the ability to simulate longer game sessions to monitor performance over time.
  • The game's data is derived from two primary sources: the BONUS RETURN Environmental Modelling work package (WP4), which provided baseline emissions for agriculture, forestry, and urban land use in three catchments, and stakeholder/expert consultations for costs and reduction potentials of technologies that could not be modelled via the Soil and Water Assessment Tool (SWAT).
  • The system uses a representational rather than a photorealistic approach to data and graphics, prioritizing 'believability' and systemic clarity over absolute data fidelity to avoid cognitive overload for the players.
  • The game architecture utilizes an abstract hexagonal representation of land use areas (agriculture, forestry, and urban) surrounding a center hexagon representing the Baltic Sea, allowing players to monitor the causal relationships between their technology choices and emissions entering the sea.

Cite the original document

APA
Bachelder, S., Powell, N., & Do, T. (2020). Serious Game System – MONITOR ECOTECH. Stockholm Environment Institute. https://www.sei.org/wp-content/uploads/2022/03/serious-game-system-compressed.pdf
Chicago
Bachelder, Steven, Neil Powell, and Thao Do. Serious Game System – MONITOR ECOTECH. Stockholm Environment Institute, 2020. https://www.sei.org/wp-content/uploads/2022/03/serious-game-system-compressed.pdf.
Wikipedia
{{cite report |last1=Bachelder |first1=Steven |last2=Powell |first2=Neil |last3=Do |first3=Thao |title=Serious Game System – MONITOR ECOTECH |publisher=Stockholm Environment Institute |date=29 February 2020 |url=https://www.sei.org/wp-content/uploads/2022/03/serious-game-system-compressed.pdf |access-date=23 October 2026 |via=Climate Insights Directory}}
BibTeX
@techreport{bachelder2020serious, author = {Bachelder, Steven and Powell, Neil and Do, Thao}, title = {{Serious Game System – MONITOR ECOTECH}}, institution = {Stockholm Environment Institute}, year = {2020}, month = feb, url = {https://www.sei.org/wp-content/uploads/2022/03/serious-game-system-compressed.pdf}, urldate = {2026-10-23}, note = {Indexed by Climate Insights Directory} }

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