Articles | Volume 3, issue 1
Geosci. Commun., 3, 1–17, 2020
https://doi.org/10.5194/gc-3-1-2020
Geosci. Commun., 3, 1–17, 2020
https://doi.org/10.5194/gc-3-1-2020

Research article 28 Feb 2020

Research article | 28 Feb 2020

Flash Flood!: a SeriousGeoGames activity combining science festivals, video games, and virtual reality with research data for communicating flood risk and geomorphology

Chris Skinner

Related authors

Temperature effects on the spatial structure of heavy rainfall modify catchment hydro-morphological response
Nadav Peleg, Chris Skinner, Simone Fatichi, and Peter Molnar
Earth Surf. Dynam., 8, 17–36, https://doi.org/10.5194/esurf-8-17-2020,https://doi.org/10.5194/esurf-8-17-2020, 2020
Short summary
Taking a Breath of the Wild: are geoscientists more effective than non-geoscientists in determining whether video game world landscapes are realistic?
Rolf Hut, Casper Albers, Sam Illingworth, and Chris Skinner
Geosci. Commun., 2, 117–124, https://doi.org/10.5194/gc-2-117-2019,https://doi.org/10.5194/gc-2-117-2019, 2019
Short summary
Global sensitivity analysis of parameter uncertainty in landscape evolution models
Christopher J. Skinner, Tom J. Coulthard, Wolfgang Schwanghart, Marco J. Van De Wiel, and Greg Hancock
Geosci. Model Dev., 11, 4873–4888, https://doi.org/10.5194/gmd-11-4873-2018,https://doi.org/10.5194/gmd-11-4873-2018, 2018
Short summary
The sensitivity of landscape evolution models to spatial and temporal rainfall resolution
Tom J. Coulthard and Christopher J. Skinner
Earth Surf. Dynam., 4, 757–771, https://doi.org/10.5194/esurf-4-757-2016,https://doi.org/10.5194/esurf-4-757-2016, 2016
Short summary

Related subject area

Subject: Geoscience engagement | Keyword: Science engagement and dialogue
The human side of geoscientists: comparing geoscientists' and non-geoscientists' cognitive and affective responses to geology
Anthea Lacchia, Geertje Schuitema, and Fergus McAuliffe
Geosci. Commun., 3, 291–302, https://doi.org/10.5194/gc-3-291-2020,https://doi.org/10.5194/gc-3-291-2020, 2020
Short summary
In my remembered country: what poetry tells us about the changing perceptions of volcanoes between the nineteenth and twenty-first centuries
Arianna Soldati and Sam Illingworth
Geosci. Commun., 3, 73–87, https://doi.org/10.5194/gc-3-73-2020,https://doi.org/10.5194/gc-3-73-2020, 2020
Short summary
“This bookmark gauges the depths of the human”: how poetry can help to personalise climate change
Sam Illingworth
Geosci. Commun., 3, 35–47, https://doi.org/10.5194/gc-3-35-2020,https://doi.org/10.5194/gc-3-35-2020, 2020
Short summary
An innovative STEM outreach model (OH-Kids) to foster the next generation of geoscientists, engineers, and technologists
Adrián Pedrozo-Acuña, Roberto J. Favero Jr., Alejandra Amaro-Loza, Roberta K. Mocva-Kurek, Juan A. Sánchez-Peralta, Jorge A. Magos-Hernández, and Jorge Blanco-Figueroa
Geosci. Commun., 2, 187–199, https://doi.org/10.5194/gc-2-187-2019,https://doi.org/10.5194/gc-2-187-2019, 2019
Short summary
Education and public engagement using an active research project: lessons and recipes from the SEA-SEIS North Atlantic Expedition's programme for Irish schools
Sergei Lebedev, Raffaele Bonadio, Clara Gómez-García, Janneke I. de Laat, Laura Bérdi, Bruna Chagas de Melo, Daniel Farrell, David Stalling, Céline Tirel, Louise Collins, Sadhbh McCarthy, Brendan O'Donoghue, Arne Schwenk, Mick Smyth, Christopher J. Bean, and the SEA-SEIS Team
Geosci. Commun., 2, 143–155, https://doi.org/10.5194/gc-2-143-2019,https://doi.org/10.5194/gc-2-143-2019, 2019
Short summary

Cited articles

Abt, C. C.: Serious games, University Press of America, available at: https://books.google.co.uk/books/about/Serious_Games.html?id=axUs9HA-hF8C&redir_esc=y (last access: 18 March 2019), 1987. 
Abulrub, A.-H. G., Attridge, A. N., and Williams, M. A.: Virtual reality in engineering education: The future of creative learning, in: 2011 IEEE Global Engineering Education Conference (EDUCON), 751–757, IEEE, Amman/Jordan, 2011. 
Adkins, S. S.: The 2018–2023 Global Game-based Learning Market, Serious Play Conf., July 2018, George Mason University, Washington DC, and University of Buffalo, New York, USA, 1–43, 2018. 
Amory, A., Naicker, K., Vincent, J., and Adams, C.: The use of computer games as an educational tool: Identification of appropriate game types and game elements, Brit. J. Educ. Technol., 30, 311–321, https://doi.org/10.1111/1467-8535.00121, 1999. 
Bain, V., Gaume, E., and Bressy, A.: Hydrometeorological Data Resources And Technologies for Effective Flash Flood Forecasting HYDRATE Deliverable Report 4.1?: POST FLOOD EVENT ANALYSIS, available at: http://www.hydrate.tesaf.unipd.it (last access: 18 March 2019), 2010. 
Download
Short summary
This study demonstrates how the popular mediums of video games, virtual reality, and science festivals can be combined with research data to produce useful tools for engaging the public with geosciences. Using the Flash Flood! simulation, it is demonstrated that the approach produces positive engagements and increases curiosity about flood risk and geomorphology; this is hoped to "plant the seeds" for fruitful engagements in the future with relevant agencies.
Altmetrics
Final-revised paper
Preprint