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Green President for a day: tougher than it sounds

Thursday, 14 February 2008

The BBC's Climate Challenge game places you in the role of President of the Europe. You have choices to make about national, trade, agricultural-industrial, local and household policies. Will your economy focus on nuclear power or coal, organic or intensive farming, the olympics or green house gas education programs? Each choice has to balance costs and benefits across variables of economic growth, power, food and water supplies, emissions and political popularity.

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Read on to learn about the science behind the game... 

The BBC provides a backgrounder on the science behind the game and the range of scenarios that could play out in the climate change debate: 

Climate Challenge uses the most commonly cited and accepted carbon dioxide emission forecasts, which are produced by the Intergovernmental Panel on Climate Change (IPCC).

The IPCC is open to all United Nations members and World Meteorological Organization and aims to openly and objectively assess "the scientific, technical and socio-economic information relevant to understanding the scientific basis of risk of human-induced climate change," according to the IPCC website.

Strategy and making of the game 

The play consists of choosing policy cards that have different  costs and benefits. From an activist perspective, some of the options presented may be frustrating: how can you quantify political support as easily as financial variables? Nonetheless, the game is fun and shows the complexity of the climate change discussion.

Sources of cards

All policies are taken from actual government policy documents, except those near the end of the game, which are deliberately futuristic, such as Mining the Moon. The UK government's Climate Change Programme 2006 was a major source of policies, and the anticipated carbon dioxide reductions from each were transferred directly from the report into the game. The Potential for Microgeneration: Study and Analysis, carried out by the Energy Saving Trust for the Department for Trade and Industry (DTI), was also very useful in determining emissions reductions in many household-level policies.

Card duration

In testing, it was found that having policy cards lasting for several turns was too complex for the scale of the game. Therefore the duration of all the cards has been artificially compressed to give all their modifiers in one single turn. This means that a card's effects are much higher in the short term than would be the case in real life. Behind this there is also a necessary assumption about how many turns a card is in play. We have assumed that power and carbon dioxide effects are in play for five turns (50 years), and food and water effects for 10 turns (100 years).

Other resources in the game

Energy, food and water are the secondary resources that must be managed throughout the game. Data for these were taken from various sources, including the UNEP model mentioned above and the DTI website.

Spending money is set at 0.5% of the GDP of the economies, and the figures for power, water and food consumption and carbon dioxide emissions are also derived from data from the UNEP Java climate model.

Food and water statistics were hard to quantify, as the values needed for the game are not typically published by water companies and the food industry. In these instances, the producers used estimates derived in respect to other cards.

For areas where information was unavailable, the producers made use of secondary sources such as Wikipedia. Wikipedia is an excellent source of information, but much of the data is unverified, so must be used with caution. In these cases, only descriptive information was used, such as the description of fusion power on the fusion policy card.

 

PLAY THE GAME ALREADY !!  

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