倾盆大雨!-透过互动式沉浸式街头游戏,传达洪水风险

J. Wendler, E. Shuttleworth
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引用次数: 6

摘要

在本文中,我们讨论了沉浸式互动游戏在公众参与环境科学中的潜在作用,在这种情况下是洪水风险管理。最近在英国发生的高强度风暴事件激起了公众对洪水的极大兴趣。然而,大量研究的科学声音和更广泛的公众话语之间仍然存在明显的不匹配,我们认为游戏可以解决这个问题。倾盆大雨!是一款街头游戏,玩家在一个虚构的洪水场景中扮演洪水风险顾问。玩家在团队中工作,通过与演员、电影、谜题和寻宝的一系列遭遇来应对眼前的危机,并做出缓解危机的长期决策。这款游戏是由一名街头游戏设计师与电影制作人、环境科学家和公共机构合作开发的,并在2016年曼彻斯特科学节和社会科学节上进行了表演。基于对这些事件的观察和反应,我们讨论了游戏如何促进人们对洪水风险管理决策的理解和参与。游戏为人们提供了在安全空间中尝试决策的代理。因此,我们发现玩家开始独立地询问洪水管理的科学和政治层面。街头游戏的沉浸性进一步创造了与问题的情感联系,这有可能引发积极参与与洪水有关的努力。最后,我们将反思游戏创造背后的过程,评论环境科学家和创意从业者之间创新合作的优势和困难。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Downpour! – Flood risk communication through interactive immersive street games
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.
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