In this paper, we discuss the potential role of immersive interactive games in public engagement with environmental science, in this case flood risk management. Recent high magnitude storm events in the UK have fuelled great public interest in flooding. However, there remains an apparent
mismatch between the scientific voice of flooding research and the wider public discourse, which we argue games may be able to address. Downpour! is a street game that casts players as flood risk advisers in a fictional flooding scenario. Players work in teams to respond to an immediate crisis
and make longer-term decisions about mitigation through a series of encounters with actors, films, puzzles and treasure hunts. The game was created by a street game designer in collaboration with film-makers, environmental scientists and public institutions, with performances at the Manchester
Science Festival and the Festival of Social Science 2016. Based on observations and responses from these events, we discuss how the game fostered understanding of, and engagement with, decision-making in flood risk management. Games offer people the agency to experiment with decisions in a
safe space. As a result, we found that players begin to independently interrogate both scientific and political dimensions of flood management. The immersive nature of a street game further creates an emotional connection with the issues, which has the potential for triggering active involvement
in flood-related efforts. We conclude by reflecting on the process behind the game creation, commenting on the strengths and difficulties of innovative collaborations between environmental scientists and creative practitioners.
Peatlands are an important store of soil carbon, and play a vital role in global carbon cycling, and when located in close proximity to urban and industrial areas, can also act as sinks of atmospherically deposited heavy metals. Large areas of the UK's blanket peat are significantly degraded and actively eroding which negatively impacts carbon and pollutant storage. The restoration of eroding UK peatlands is a major conservation concern, and over the last decade measures have been taken to try to control erosion and restore large areas of degraded peat. This study utilizes a sediment source fingerprinting approach to assess the effect of restoration practices on sediment production, and carbon and pollutant export in the Peak District National Park, southern Pennines (UK). Suspended sediment was collected using time integrated mass flux samplers (TIMS), deployed across three field areas which represent the surface conditions exhibited through an erosion-restoration cycle: (i) intact; (ii) actively eroding; and (iii) recently re-vegetated. Anthropogenic pollutants stored near the peat's surface have allowed material mobilized by sheet erosion to be distinguished from sediment eroded from gully walls. Re-vegetation of eroding gully systems is most effective at stabilizing interfluve surfaces, switching the locus of sediment production from contaminated surface peat to relatively 'clean' gully walls. The stabilization of eroding surfaces reduces particulate organic carbon (POC) and lead (Pb) fluxes by two orders of magnitude, to levels comparable with those of an intact peatland, thus maintaining this important carbon and pollutant store. The re-vegetation of gully floors also plays a key role in decoupling eroding surfaces from the fluvial system, and further reducing the flux of material. These findings indicate that the restoration practices have been effective over a relatively short timescale, and will help target and refine future restoration initiatives.
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