A project using a series of structured email games has generated and refined seven research and development (R&D) proposals to achieve effective and widespread use of the internet in rural and regional Australia.Researchers used a series of structured email activities with a group of almost 80 people from Australia, Canada, the USA, Chile, and the Netherlands to develop the practical and innovative R&D proposals.This novel project was funded by the Rural Industries Research and Development Corporation (RIRDC) and was undertaken over four months ending in December 2002.Participants included farmers and graziers, business people and people from government and education, both from Australia and internationally.

The researchers—Dr Warwick Easdown, from Kenya, Mr Ross Colliver, of Subiaco, Western Australia, and Ms Marie Jasinski, from Blackwood, South Australia—recommended that RIRDC and other R&D funders trial the email games process in searching for R&D opportunities in other areas.They also recommended maintaining early and on-going dialogue between facilitators and funders, targeting participants for relevant experience and expertise, while maintaining diversity in participation, and exploring using email games as a way to complement face-to-face events.

The research
The objectives were to create stronger relationships in the field of research and development in internet use in rural and regional Australia, and to produce practical R&D proposals.  Using the online equivalent of a series of Delphi techniques developed within the education sector, the project generated and ranked a large number of potential R&D ideas from the experiences of the group.  In a process of role-playing future scenarios, those taking part were encouraged to think outside their current situation to refine these ideas. In the final phase of the project, self-selected teams worked on specific proposals to address research ideas.  Four email games were used. The first called “101” (to identify more than 100 ideas) ran for three weeks in September as a brain-storming exercise aimed at collaboratively generating and processing ideas. There was a 70 per cent participation rate and more than 120 ideas were generated within three days. When these were prioritised and refined, six top ideas emerged as having potential for development.  A second game ‘Galactic Wormhole’, also running for three weeks from late October, involved a deliberate attempt to shift the focus from the present to the future. Participants used role-playing scenarios to examine the future from five different perspectives—an internet service provider, a 20-year-old university student, a farmer, a professional in a regional centre, and as the secretary of a community organisation.  This game enabled participants to view present internet options from the perspective of 10 years into the future and to take views either positive (that widespread and more sophisticated use of the internet had developed) and negative (little change in patterns of use).  Six ideas were identified as having the most potential “to move rural and regional Australia to effective and widespread use of the internet”. They were presented to RIRDC. It in turn identified four of these ideas as well aligned with its research interests.  Those four ideas then formed the basis of the third game “E-velopes” to develop and refine the chosen ideas into preliminary research proposals. This game lasted 14 days. In self-selected small groups, the participants worked with a facilitator to develop and refine the proposals so they identified some key R&D issues involved, outcomes and R&D objectives, background and benefits and project design and methodology. The outcome was seven preliminary projects.  The fourth game “C3PO” (for Challenge, Pool, Poll, Predict and Outcome) involved generating ideas, analysing problems, surveying a group, and making predictions in response to a challenge. This game, which also took place over 14 days, specifically sought to identify how email games could be used in other rural contexts and how the process could be improved.

The Results
The seven R&D projects that emerged were:

In each case the participants identified the R&D issue addressed, outcomes and R&D objectives, background and benefits, and project design and methodology. The project revealed that improving internet use in rural areas was an issue, participants enjoyed contact with people who shared their interests, some deadlines for responses were too short given that many of those involved did not have computer access all day, the choice of games and their sequence affected the groups’ cohesion and there was varied participation.  Researchers found that when participants shifted into a future perspective they generated more novel R&D ideas. But there was a need to ensure an understanding of the field of work to develop proposals with rationale, objectives and methodology. This might require bringing in additional consultation.  There were three phases for participants: engagement, starting to work, and completing the work.

Discussion
This project identified the email games as an alternative approach to generating and developing research proposals. But it was necessary to start with an initial pool of players as interest and context impacts on continued participation. Low participation rates should not be prejudged and to sustain involvement the process needs to be kept within a short timeframe.  Participants’ commitment of time and energy needed to be negotiated and the design of each game had to fit the evolving nature of the task and the group. As well, a structure and process for evaluating ideas was required and the funding body needed to be closely involved in the initial planning process.  The project indicated overall that the email game process can generate relevant R&D proposals from a broader constituency than might normally be involved.



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