Articles | Volume 4, issue 1
https://doi.org/10.5194/gc-4-11-2021
https://doi.org/10.5194/gc-4-11-2021
Research article
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04 Feb 2021
Research article | Highlight paper |  | 04 Feb 2021

Volcanoes in video games: the portrayal of volcanoes in commercial off-the-shelf (COTS) video games and their learning potential

Edward G. McGowan and Jazmin P. Scarlett

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Status: closed
Status: closed
AC: Author comment | RC: Referee comment | SC: Short comment | EC: Editor comment
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Peer-review completion

AR: Author's response | RR: Referee report | ED: Editor decision
ED: Publish subject to minor revisions (further review by editor) (08 Dec 2020) by Steven Rogers
AR by Edward McGowan on behalf of the Authors (08 Dec 2020)  Author's response   Manuscript 
ED: Publish subject to technical corrections (16 Dec 2020) by Steven Rogers
ED: Publish subject to technical corrections (22 Dec 2020) by Iain Stewart (Executive editor)
AR by Edward McGowan on behalf of the Authors (24 Dec 2020)  Author's response   Manuscript 
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Short summary
Results from reviewing 15 popular video games demonstrate a combination of accuracies and inaccuracies that could impact on people’s self-learning of volcanoes. Several volcanic features are represented to varying degrees of accuracy (stratovolcanoes and calderas, lava flows, volcanic ash, and lava bombs), whereas health risks are often inaccurate. Suggested applications of the findings for educational environments are given, such as group projects in open-world games.
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