
Stop Disasters!
by the United Nations Office for Disaster Risk Reduction (UNDRR) in collaboration with Playerthree

Figure 1: A screenshot of the Stop Disasters! game played on the UNDRR’s website.
What is this game about?
“Stop Disasters!” is an interactive and responsive simulation game that builds fundamental knowledge and raises awareness of different natural disasters and how to make the best decisions to protect ourselves and other people in at-risk areas. The game was originally developed as part of the 2006–2007 World Disaster Reduction Campaign, “Disaster Risk Reduction Begins at School,” and continues to support education and capacity-building efforts worldwide.

Figure 2: A screenshot of the Southeast Asia map with a tsunami as its disaster risk.
What kinds of fun does the game use?
I think the main type of fun in this game is challenge. As I play this simulation game, the fun part is that I step into a significant role in protecting people, areas, and buildings while trying to make the best decisions with limited time and budget. I need to think carefully about where people live, how buildings are built, how ecosystems are protected, and how communities prepare before a hazard strikes. I can see firsthand how early warning systems, evacuation planning, education, and risk-informed land use can significantly reduce losses (Figure 3).
The game itself has three different levels for each map, so players can choose freely depending on their preferred level of challenge. The levels of gameplay range from easy to medium to hard, with different amounts of allocated budget, time, and target population (Figure 4). The higher the level, the lower the amount of allocated budget and time, so the game becomes much more challenging.
Even though I played it for the very first time, I could easily understand how the game works and spend hours exploring different maps, areas, and natural disasters. At the beginning of the game, it comprehensively walks me step by step through its missions, explains how risk levels work, how the advisor supports my decisions, and how my choices affect the community when the disaster strikes (Figure 5). Once we have achieved a particular goal, the game gives us a sense of accomplishment because we can see how many people, buildings, and resources we have successfully protected.
I also think discovery is another type of fun in the game because I can explore different maps and natural disasters and learn how different decisions can lead to different outcomes. Learning and playing are blended seamlessly because I can have fun and, at the same time, learn many things from it, such as disaster risks in particular areas and possible solutions, as well as the effects of different decisions I have tried to make and implement in the game. Figure 10 below summarizes how the MDAO framework applies to this game.

Figure 3: A screenshot of the moment I was upgrading a building, preparing for a tsunami.

Figure 4: A screenshot of three different levels for each map.

Figure 5: A screenshot of missions for the Southeast Asia map in the easy-level game.
How does the MDAO framework apply to this game?
I feel the MDAO setup fits “Stop Disasters!” in a direct way. Each part of the game supports the others. Because of that, I get both a learning side and a fun side at the same time.
For the mechanics (M), I look at the rules and the actions I can take. I can pick a map and a disaster (Figure 6). I can place buildings and protection items. I can manage the budget. I can set up evacuation steps. I also have to finish the mission before time runs out. These pieces form the core of the game. They also give me real choices to make while I play.
The dynamics (D) show up once I begin using those choices. I can see effects right away. If I spend too much money on one kind of protection, I might run short later. Then I cannot do other key tasks. Where I put buildings also matters (Figure 7). How I prepare the community counts too. The areas I cover can change how many people and buildings survive when the disaster hits. This pushes me to think, not just copy a single best route.
The aesthetics (A) come from the moment I work to protect people, and then I watch what happens next (Figure 8). When the clock is tight and I have few resources, I feel stressed. Still, when I save more people and cut the damage, I feel proud. Trying other maps and facing new disasters also keeps my attention.
In the end, the outcomes (O) go beyond only winning. I learn about disaster risk. I learn about prevention and readiness. I also see how my own choices can help or hurt a community (Figure 9). That is why the game stands out for me. The mechanics and dynamics do more than keep the game moving. They also link what I do in the game to learning that fits the real world.

Figure 6: A screenshot of the maps and disasters selection page.

Figure 7: A screenshot of a moment of building and placing houses on the map.

Figure 8: A screenshot of a moment when a tsunami hit.

Figure 9: A screenshot of a report after the tsunami hit.

Figure 10: A summary of how the MDAO framework applies to this game (Generated by ChatGPT*).
*AI disclosure: The blog’s thumbnail and Figure 10 were created by generative AI to help build the visual layout. The analysis of the play and the written explanation are my own work.



