Articles | Volume 3, issue 1
Geosci. Commun., 3, 1–17, 2020
Geosci. Commun., 3, 1–17, 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

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Subject: Geoscience engagement | Keyword: Science engagement and dialogue
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Cited articles

Abt, C. C.: Serious games, University Press of America, available at: (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,, 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: (last access: 18 March 2019), 2010. 
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.
Final-revised paper