Preprints
https://doi.org/10.5194/egusphere-2026-2372
https://doi.org/10.5194/egusphere-2026-2372
20 May 2026
 | 20 May 2026
Status: this preprint is open for discussion and under review for Geoscience Communication (GC).

Gamified Disaster Education. A Systematic Review of Serious Games on Dealing with Natural Hazards and of their Impacts and Outcomes for Users

Anna Heidenreich, Thomas Kox, Franziska Wankmüller, and Lars Gerhold

Abstract. Natural hazards pose a threat to human life and health. As a tool of risk communication and disaster education serious games are being used with increasing frequency. Even though an increase in research in the field is observable, little is known about serious games’ actual effectiveness. This systematic review gives an overview of existing publications on serious games dealing with natural hazards and evaluations of reported effects on users. We analyse 132 scientific articles and conference papers published between 2007 and 2025. Most publications describe digital serious games; analogue or hybrid formats were rarely explored. Flooding is the hazard addressed most frequently. 17 publications introduce and describe the serious games, while about half of the publications (n=73) report a usability evaluation of the games. This review focuses on the 42 publications that also include an evaluation of the serious games’ impact on the player. Most of these effectiveness evaluation studies do not apply any theoretical frameworks for the game development and/or evaluation processes. A noticeable concentration of findings concerns positive impacts on knowledge and self-efficacy. Behaviour, motivation, intention, further psychological impacts as well as specific competencies are explored in comparably few publications. Our findings show that theoretical frameworks play a subordinate role in the current research landscape examined. The quality of applied evaluation methods varied considerably. Most commonly reported impacts and outcomes for players were increased knowledge and self-efficacy.

Publisher's note: Copernicus Publications remains neutral with regard to jurisdictional claims made in the text, published maps, institutional affiliations, or any other geographical representation in this paper. While Copernicus Publications makes every effort to include appropriate place names, the final responsibility lies with the authors. Views expressed in the text are those of the authors and do not necessarily reflect the views of the publisher.
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Anna Heidenreich, Thomas Kox, Franziska Wankmüller, and Lars Gerhold

Status: open (until 16 Jul 2026)

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Anna Heidenreich, Thomas Kox, Franziska Wankmüller, and Lars Gerhold
Anna Heidenreich, Thomas Kox, Franziska Wankmüller, and Lars Gerhold

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Short summary
Serious games gained popularity in communicating about natural hazards and educating people on relevant behaviour. This work gives an overview on 132 publications on mostly digital serious games which often focussed on flooding next to other natural hazards. Some evaluation studies show positive effects on users' knowledge gain and other impacts. While promising, more rigorous research is needed to ensure these games' effectiveness and potentially build resilient communities.
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