2019
DOI: 10.18546/rfa.03.1.03
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Downpour! – Flood risk communication through interactive immersive street games

Abstract: 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 flood… Show more

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Cited by 7 publications
(27 citation statements)
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“…Further actors included local government (e.g., councils and municipalities), policymakers and mayors (Taillandier & Adam, 2018; Tanwattana & Toyoda, 2018; Tsai, Chang, et al, 2015), water authorities and managers (Magnuszewski et al, 2018; Stefanska et al, 2011; Valkering et al, 2013), and first responders (Terti et al, 2019; Tomaszewski et al, 2020). In some cases, moderators took on roles such as central government (Magnuszewski et al, 2018), city managers (Nunnally et al, 1974) and actors such as mayors, journalists, lobbyists, buskers, and weathermen that then influenced the game conditions (Barends, 2001; Wendler & Shuttleworth, 2019). Furthermore, the growing role of citizens and civil society was recognized in the games with players acting as community leaders, volunteers or voluntary organizations, tax‐payers, homeowners in flood‐risk areas (Nunnally et al, 1974; Tanwattana & Toyoda, 2018; Tomaszewski et al, 2020), local environmental activists and farmers (Magnuszewski et al, 2018; Nunnally et al, 1974; Stefanska et al, 2011).…”
Section: Results Of Game Analysismentioning
confidence: 99%
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“…Further actors included local government (e.g., councils and municipalities), policymakers and mayors (Taillandier & Adam, 2018; Tanwattana & Toyoda, 2018; Tsai, Chang, et al, 2015), water authorities and managers (Magnuszewski et al, 2018; Stefanska et al, 2011; Valkering et al, 2013), and first responders (Terti et al, 2019; Tomaszewski et al, 2020). In some cases, moderators took on roles such as central government (Magnuszewski et al, 2018), city managers (Nunnally et al, 1974) and actors such as mayors, journalists, lobbyists, buskers, and weathermen that then influenced the game conditions (Barends, 2001; Wendler & Shuttleworth, 2019). Furthermore, the growing role of citizens and civil society was recognized in the games with players acting as community leaders, volunteers or voluntary organizations, tax‐payers, homeowners in flood‐risk areas (Nunnally et al, 1974; Tanwattana & Toyoda, 2018; Tomaszewski et al, 2020), local environmental activists and farmers (Magnuszewski et al, 2018; Nunnally et al, 1974; Stefanska et al, 2011).…”
Section: Results Of Game Analysismentioning
confidence: 99%
“…Many of the reviewed games used in‐game observations including a qualitative “thinking aloud” method whereby players were asked to verbally describe their thoughts and experiences during gameplay (Tomaszewski et al, 2020), the creative use of game characters (played by facilitators) to encourage in‐game reflections of their experiences (Wendler & Shuttleworth, 2019), as well as recorded self‐directed learning sessions (Tsai, Chang, et al, 2015). These observations were also captured by recording the player's computer screen, mouse tracks, voices and facial expressions (Tsai, Wen, et al, 2015) and another using GoPro cameras to record players' movements (Mannsverk et al, 2014).…”
Section: Results Of Game Analysismentioning
confidence: 99%
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“…When playing a game, participants have the ability to try out different scenarios and decisions without real-world consequences and the opportunity to begin again, each time with new information and perspective. This layering of information and experience can foster selfidentification with the scenarios and issues of the game providing a deeper level of engagement and involvement (Wendler and Shuttleworth, 2019). The Cho!ces game was created (and named) by youth and is also based on scenarios drawn from community stories created by community participants that represent the target audience of the game.…”
Section: Cho!ces Sexual Assault Bystander Gamementioning
confidence: 99%