This paper describes how applied games can be designed to communicate volcanic tsunami risk in the bi-cultural environment of Aotearoa (New Zealand). Background research shows that children are vulnerable to natural hazards, yet crucial in risk communication. Previous research shows that applied games can be developed to help children learn, yet the research gaps are extensive without evidence on designing effective risk communication interventions. We worked with a local school to co-design an applied game for school children about tsunami risk communication and evacuation strategies. The children engaged in workshops, through exploratory observational and qualitative interview methods. The prototype 5-Minute Volcano was designed, incorporating Māori and Western cultural aspects. We performed an additional user study and observed a group of four children and a teacher playing the game, and the collected data was used to determine how applied games could be designed and used for learning and risk reduction.

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Co-designing an Applied Game About Volcanic Hazards for a Bi-cultural Environment: 5 Minute Volcano

  • Kieron Wall,
  • Heide Lukosch,
  • Simon Hoermann,
  • Kathryn MacCallum,
  • Ben Kennedy

摘要

This paper describes how applied games can be designed to communicate volcanic tsunami risk in the bi-cultural environment of Aotearoa (New Zealand). Background research shows that children are vulnerable to natural hazards, yet crucial in risk communication. Previous research shows that applied games can be developed to help children learn, yet the research gaps are extensive without evidence on designing effective risk communication interventions. We worked with a local school to co-design an applied game for school children about tsunami risk communication and evacuation strategies. The children engaged in workshops, through exploratory observational and qualitative interview methods. The prototype 5-Minute Volcano was designed, incorporating Māori and Western cultural aspects. We performed an additional user study and observed a group of four children and a teacher playing the game, and the collected data was used to determine how applied games could be designed and used for learning and risk reduction.