P1:Introducing Serious Games_Shirley

I played Stop Disasters, a simulation game produced by the United Nations Office for Disaster Risk Reduction (UNDRR). The game offers different regional environments (e.g. South East Asia, Eastern Mediterranean, Eastern/Central Europe, central Australia, and the Caribbean), and each is paired with different disaster scenarios (e.g. Tsunami, Earthquake, Flood, Wildfire, and Hurricane).

Different regions and disasters

In Stop Disasters, players take on the role of a town planner, responsible for building a community within a limited budget and timeframe while preparing it to face an upcoming disaster. The game requires players to make strategic decisions to protect the community and minimize damage. For example, in Tsunami Easy Mode, the player is asked to use $50,000 to build houses for 320 people, one hospital, one school, and two hotels to attract tourists. By clicking “SHOW RISK” in the game interface, players can view the risk index of each land module (building site), which helps guide their construction choices. After 20 minutes of gameplay, a disaster will occur. After the disaster occurs, the game interface will display details about Housing and Development, Mission, and Bonus achievements, showing the extent of the damage and whether you have met the requirements to successfully complete the challenge.

Process of the game

This game is a Simulation-Based Play. The mechanics include the different challenges offered by different disaster scenarios and regions; the allocation of resources to construct buildings according to risk levels; and the management of time and budget while preventing disasters.

 

The game’s dynamics revolve around strategic decision-making about how to effectively allocate resources before a disaster strikes due to time and money constraints. Players can directly experience the consequences of their choices, for example, whether their community is adequately or inadequately prepared for the disaster, which creates a feedback loop that highlights the effectiveness of their strategy. The game also deals with the trade-offs of whether to invest in housing, early warning systems or emergency shelters.

 

The game’s aesthetic includes sensation – a sense of urgency and responsibility, as players make decisions that could save lives, and a feeling of pride when they successfully accomplish their mission; narrative – each map of this game begins with a story that introduces the background of life in that specific region, and each level corresponds to a different natural disaster, and these disasters are based on real-world risk scenarios; challenge – the main challenge for the player is limited resources and time. They must carefully weigh how best to allocate funds before the disaster hits at a predetermined point. Additionally, the game offers different difficulty levels, where the disasters become more destructive and the challenges grow more complex as the difficulty increases.

Time and money constraints

Difficulty levels for the game

Finally, the outcomes of this game include inspiring a deeper understanding of how infrastructure planning and investment can mitigate the impact of natural disasters. Players can learn about disaster risk management, the importance of preparedness, and resource allocation under stress. Additionally, the game highlights the struggles vulnerable communities face during disasters, raising awareness of the challenges and providing insight into real-world issues. This game effectively teaches how building placement and material choices affect a community’s resilience during a disaster, helping both adults and children learn how to create safer villages and cities capable of withstanding disasters.

 

 

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