Preprints
https://doi.org/10.5194/egusphere-2024-994
https://doi.org/10.5194/egusphere-2024-994
16 Apr 2024
 | 16 Apr 2024
Status: this preprint is open for discussion.

How to communicate and educate more effectively on natural risk issues to improve disaster risk management through serious games

Mercedes Vázquez-Vílchez, Rocío Carmona-Molero, and Tania Ouariachi-Peralta

Abstract. This study focuses on exploring the potential of serious games for improving disaster risk management. The research involves methodological triangulation, analysing and comparing data from content analysis of serious games (6 digital games: 3 mobile apps and 3 online games), focus groups with experts and literature review. The results show that only online games fulfil the fundamental narrative indicated by the experts, with mobile apps focusing their gameplay more on interaction. Such interaction could enhance the playful aspect of the game and thus increase the desire to play; thus, the educational aspect of online games is much higher. Few online games work on issues of multiculturalism, diversity and gender. This paper provides a list of recommended features of disaster risk management games that we have categorised into three dimensions: a) character, b) information and message tone and c) narrative dynamics, reward systems and feedback. The results can be of great help to teachers and game designers in improving citizens' knowledge of disaster risk management.

Mercedes Vázquez-Vílchez, Rocío Carmona-Molero, and Tania Ouariachi-Peralta

Status: open (until 28 May 2024)

Comment types: AC – author | RC – referee | CC – community | EC – editor | CEC – chief editor | : Report abuse
  • RC1: 'Comment on egusphere-2024-994', Miguel Angel Trejo Rangel, 22 Apr 2024 reply
Mercedes Vázquez-Vílchez, Rocío Carmona-Molero, and Tania Ouariachi-Peralta
Mercedes Vázquez-Vílchez, Rocío Carmona-Molero, and Tania Ouariachi-Peralta

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Short summary
Few evidence of the potential of disaster risk management (DRM) games has been documented. This study focuses on exploring the potential of serious games for improving DRM. We employed a methodological triangulation, analysing and comparing data from content analysis of serious games, focus groups with experts and literature review. For the first time, this paper provides a list of recommended features of DRM game. The results can be of great help to teachers and game designers in improving DRM.