19 research outputs found

    Supporting Disaster Resilience Spatial Thinking with Serious GeoGames: Project Lily Pad

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    The need for improvement of societal disaster resilience and response efforts was evident after the destruction caused by the 2017 Atlantic hurricane season. We present a novel conceptual framework for improving disaster resilience through the combination of serious games, geographic information systems (GIS), spatial thinking, and disaster resilience. Our framework is implemented via Project Lily Pad, a serious geogame based on our conceptual framework, serious game case studies, interviews and real-life experiences from 2017 Hurricane Harvey survivors in Dickinson, TX, and an immersive hurricane-induced flooding scenario. The game teaches a four-fold set of skills relevant to spatial thinking and disaster resilience, including reading a map, navigating an environment, coding verbal instructions, and determining best practices in a disaster situation. Results of evaluation of the four skills via Project Lily Pad through a “think aloud” study conducted by both emergency management novices and professionals revealed that the game encouraged players to think spatially, can help build awareness for disaster response scenarios, and has potential for real-life use by emergency management professionals. It can be concluded from our results that the combination of serious games, geographic information systems (GIS), spatial thinking, and disaster resilience, as implemented via Project Lily Pad and our evaluation results, demonstrated the wide range of possibilities for using serious geogames to improve disaster resilience spatial thinking and potentially save lives when disasters occur

    Winter 2009 Newsletter

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    GENI Newsletters became available electronically in 2009.Volume 109, Issue 3 Summer, 2009Geography Educators’ Network of Indiana IUPU

    Engaging Youth Through Spatial Socio-Technical Storytelling, Participatory GIS, Agent-Based Modeling, Online Geogames and Action Projects.

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    The main goal of this paper is to present the conceptual framework for engaging youth in urban planning activities that simultaneously create locally meaningful positive change. The framework for engaging youth interlinks the use of IT tools such as geographic information systems (GIS), agent-based modelling (ABM), online serious games, and mobile participatory geographic information systems with map-based storytelling and action projects. We summarize the elements of our framework and the first results gained in the program Community Growers established in a neighbourhood community of Des Moines, the capital of Iowa, USA. We conclude the paper with a discussion and future research directions

    Virtually (re)constructed reality: the representation of physical space in commercial location-based games

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    Location-based games (LBGs) are based on digital representations of our surroundings and the spaces we inhabit. These digital twins of the real world, real world metaverses, are subsequently augmented by imaginary game content. However, the virtual reconstruction of the world inevitably emphasises some aspects of reality and disregards others. In this work we explore and discuss the elements of reality that are included, and omitted, in popular commercial LBGs. We focus on eight popular contemporary LBGs from five different developers and investigate their connections to the real world. Subsequently, we compare the identified real world features of the LBGs to the landscape dimensions of the widely adopted Landscape Character Assessment framework. The findings show that settlement, hydrology, climate and land cover are the most commonly incorporated landscape dimensions, albeit in low fidelity. By contrast, dimensions, such as geology, soils and enclosure were not represented in the observed LBGs. In addition, we discovered several anthropogenic and cultural aspects, such as land ownership and time depth that are implicitly included in some commercial LBGs, notably in the Niantic Wayfarer system providing unique high-fidelity data of cultural and historical locations. Overall, we find only little variance within landscape dimensions between the observed commercial LBGs. Our findings open discussions on choices regarding the virtual representation of the real world in systems, such as LBGs, navigational software and a reality-based metaverse

    CLIMATE GEOGAMES: A NEW PARADIGM TO GAMES AS CIVIC ENGAGEMENT TOOLS FOR URBAN HERITAGE SUSTAINABILITY

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    Apenas recentemente os estudos sobre criação e implementação de jogos sérios (educacionais) digitais e não digitais começaram a se concentrar nas questões das mudanças climáticas. Os problemas das mudanças climáticas e das emissões de gases de efeito estufa forçaram muitas cidades em todo o mundo a mudar a maneira pela qual elas (re)projetam áreas de patrimônio urbano, especialmente aquelas afetadas por questões como erosão costeira e inundações. Os atores sociais locais interessados desempenham um papel importante na construção de resiliência nas cidades por meio de mudanças comportamentais de mitigação e adaptação. Todavia, há uma falta de métodos inovadores para aprimorar essas habilidades de conscientização climática e projeto colaborativo de modo a manter o envolvimento dos cidadãos durante todo o processo. A combinação entre patrimônio urbano, mudança climática, jogos sérios e engajamento cívico é o que defendemos como a abordagem "Geojogos climáticos". Os geojogos climáticos são jogos criados para um novo clima, cujo objetivo é acelerar o processo de projeto urbano por meio de aprendizado, diálogo e ação sobre riscos e impactos climáticos. Nossa proposta é que os geojogos climáticos sejam um método e instrumento descentralizados, em que os participantes possam rapidamente projetar e gerir futuros resilientes à mudança do clima. Assim, o objetivo deste artigo é discutir como jogos sérios podem ser aplicados para redesenhar cidades afetadas pelos impactos das mudanças climáticas, com um interesse particular em áreas urbanas costeiras. Os resultados externam as lições aprendidas com a revisão do estado da arte e abrem questões para estudos adicionais sobre o tópico dos geojogos climáticos

    Can computer game landscapes target new audiences for landscape quality assessment?

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    This paper investigates and reflects upon the use of digital game landscapes as tools for visual quality assessment. It explores three distinct but related questions. First, can game landscapes engage the missing “young-voice” in landscape evaluations? Second, is it possible to represent the reality of typical landscape vistas? Third, does familiarity with such virtual reality environments impact on overall landscape ratings? This research draws on empirical work undertaken for the Welsh Government to evaluate the impact of their agri-environmental scheme Glastir on the rural landscapes of Wales. This project employed a new, GIS-enabled method to evaluate visual landscape quality, tested using an online photographic preference survey. Whilst the survey was successful, receiving over 2200 responses, young people (<25 years) were significantly underrepresented in the self-selecting sample. To address this gap, we stepped out of the real-world landscapes that most geographers are comfortable with, into the virtual landscapes of gaming. Our response was to create a virtual Welsh landscape which could be navigated in games software and manipulated to mimic landscape changes. A second survey incorporating images of this virtual landscape was first targeted at computer games design students and then secondly to the wider public, with both groups undertaking the same assessment. Overall >70% of respondents were highly satisfied with the quality of the landscape visualisations. Of those who had visited rural Wales before, 64% gave a rating of at least 7 out of 10 for its representativeness. No significant differences in overall landscape ratings were observed between the two groups which is helpful as it indicates that gaming familiarity would not preclude the use of such landscape visualisations in public consultation exercises. This paper considers results from this pilot study and discusses the visual accuracy of the Welsh landscape created. Wider methodological issues are outlined alongside some of the interdisciplinary challenges involved in the construction of the landscape visualisation

    On Metrics for Location-Aware Games

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    Metrics are important and well-known tools to measure users’ behavior in games, and gameplay in general. Particularities of location-aware games—a class of games where the player’s location plays a central role-demand specific support in metrics to adequately address the spatio-temporal features such games exhibit. In this article, we analyse and discuss how existing game analytics platforms address the spatio-temporal features of location-aware games. Our analysis reveals that little support is available. Next, based on the analysis, we propose a classification of spatial metrics, embedded in existing literature, and discuss three types of spatial metrics-point-, trajectory- and area-based metrics-, and elaborate examples and difficulties. Finally, we discuss how spatial metrics may be deployed to improve gameplay in location-aware games

    Virtually (re)constructed reality : The representation of physical space in commercial location-based games

    Get PDF
    Location-based games (LBGs) are based on digital representations of our surroundings and the spaces we inhabit. These digital twins of the real world, real world metaverses, are subsequently augmented by imaginary game content. However, the virtual reconstruction of the world inevitably emphasises some aspects of reality and disregards others. In this work we explore and discuss the elements of reality that are included, and omitted, in popular commercial LBGs. We focus on eight popular contemporary LBGs from five different developers and investigate their connections to the real world. Subsequently, we compare the identified real world features of the LBGs to the landscape dimensions of the widely adopted Landscape Character Assessment framework. The findings show that settlement, hydrology, climate and land cover are the most commonly incorporated landscape dimensions, albeit in low fidelity. By contrast, dimensions, such as geology, soils and enclosure were not represented in the observed LBGs. In addition, we discovered several anthropogenic and cultural aspects, such as land ownership and time depth that are implicitly included in some commercial LBGs, notably in the Niantic Wayfarer system providing unique high-fidelity data of cultural and historical locations. Overall, we find only little variance within landscape dimensions between the observed commercial LBGs. Our findings open discussions on choices regarding the virtual representation of the real world in systems, such as LBGs, navigational software and a reality-based metaverse.publishedVersionPeer reviewe
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