case study 16: unisdr “stop disaster” game computer ......‘stop disasters’ is a computer...
TRANSCRIPT
Summary of dialogue process:
‘Stop Disasters’ is a computer game and education tool, originally aimed at school children but
adopted by communities world-wide to promote education and awareness of natural disasters
and explain how community vulnerability can be reduced and resilience increased. It is an online
game and requires both a computer and internet. Although the game is single player it can be
used as a dialogue approach through teams of people working together to negotiate plans and
decide what actions to take. The approach provides a very realistic platform for specific hazards
to be discussed and different strategies of disaster risk reduction negotiated. You can pick from a
level of Easy, Medium or Hard and work accordingly with a budget of £35,000 or £50, 000 and
protecting between 135-219 people. Specifically risk maps can be viewed in order to discuss
where certain development and defences should be placed. This process strengthens awareness
of the factors which create risks and context-specific consideration of where best to locate and
develop housing, hospitals, schools and community centres. In addition the selection of hazards
from amongst Tsunamis, Hurricanes, Earthquakes, Floods and Wild Fires, enables the
understanding and awareness of a number of different disaster impacts and how management
would differ accordingly.
Case Study 16: UNISDR “Stop Disaster” Game
computer game about reducing the risks of natural disasters
Dialogue Process
Author: United Nations International Strategy for Disaster Reduction
(UNISDR)
Humanitarian decision-making level: The game is aimed at disaster risk management training
and community-level decision making.
Geographic region: Trialled in schools throughout the Americas, the Caribbean, Bangladesh and
Germany. The simulations are based in the Caribbean, Central Australia, the Eastern
Mediterranean and Eastern/Central Europe. However the game is designed to be applicable
globally.
Relevance of approach across scientific disciplines: The game provides introductory and basic
educational information on Climate Science, Seismology and Environmental Sciences and
provides an insight into the choices available to disaster risk managers, community leaders, town
planers and organisations.
Summary Details Key contact:
Brigitte Leoni
Read more:
More information about
UNISDR’s educational
tools
Contact at Player-
three (designer):
Pete Everett
Image 1: Caribbean Hurrican Scenario Objectives. Source www.stopdisastersgame.org
Go to the
Stop Disasters game
You can play it individually or as a team
You pick the level of difficulty and you have between 10- 20 minutes to prepare the local
community before your chosen hazard strikes and resulting disaster occurs.
During the 20 minutes, teams discuss and negotiate what they think should be done to
prepare for the disaster.
You are given a fixed budget and have to prioritise and negotiate with your team as to
how best to protect the community with the amount of money allocated. Amongst
possible preparedness options are investment in early warning systems, educational
workshops, reinforcing infrastructure and constructing flood defences.
Once the disaster has occurred, your management is reviewed on the basis of how much
damage was done and how many lives were lost.
You either pass or fail. If you pass you achieve a score which is ranked against other
online players.
Schools and community groups can use the game to work as a team to negotiate and
decide what should be done to adapt and prepare the village for potential risks.
One option for playing in a group setting is for individuals to ‘adopt’ a specific character,
taking on the role, for example, of a ‘Town Planner’, ‘Village School Head Teacher’ ‘Village
Doctor’, ‘Mother’, ‘Fisherman’ or ‘Hotel Owner’. Adopting such role play promotes
discussion on different peoples’ vulnerabilities, priorities and concerns.
Finally a period of time after the game (between 20 minutes and an hour) should be
allocated to post-game discussion. Team mates can reflect on the decisions they took, the
reasons underlying these, the outcomes and discuss what they could have done better.
MEthod
Explore
UNISDR’s range of
educational material
Go to the
Stop Disasters game
Image 2: Community Members Playing Stop Disasters in the Philippines. Source www.stopdisastersgame.org
Baseline against which impact measured:
Although yet to be formally measured, the UNISDR state that their game has been hugely
successful in educating school children on natural disasters and the type of decisions and actions
that can be taken to reduce communities’ vulnerabilities and prevent large scale destruction. In
2012 the website was visited 396,000 times and the number of hits for the year was
approximately 14 million. The game builds understanding about what happens when a specific
disaster strikes and what can be done to improve resilience and reduce vulnerability.
However, the game also encompasses a number of constraints and limitations. The game
appears to be very rigid in what is the right and wrong thing to do and leaves little room for
IMPACT
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IMPACTS
strategies to be adapted to specific cultures, communities or indigenous knowledge. The definite
nature of the game sends out very strong messages of right and wrong strategies of disaster
preparedness. It does not fully acknowledge differences of scientific opinion or areas of
uncertainty within emerging scientific understandings of risk. Furthermore, it risks luring people
into a false sense of security, thinking that if specific actions are taken they will not be vulnerable
to the disaster. This in turn could produce greater vulnerability.
Playerthree (the creators of the game) are hoping to expand the game to address these
limitations and have been approached by a number of different organisations hoping to address
these constraints to make the case studies more specific to individual locations and more fluid
and dynamic in creation. For example, The New Orleans District of the US Army Corps of
Engineers would like to develop the game to be specifically focused on Louisiana, Urban
Solutions based in Vietnam would like to help develop a more urban focused version of the
game and CARIBSAVE Climate Change Risk Atlas hope to look into how the game can adopt a
focus on sea level rise and the risks of climate change.
Playerthree state that the vision is to eventually be able to develop the game so that individual
organisations can design the variables and details for the game around specific locations,
communities and examples of natural disasters. This in itself would provide another means for
stimulating new conversations about community vulnerability and open up channels for
supporting communication of both community and ‘scientific’ information.
Informing specific humanitarian decision making process:
The approach provides a platform for knowledge exchange and decision making. It gives
community members a channel for expressing specific concerns and provides humanitarian
actors with a deeper understanding of specific community vulnerabilities. Providing community
members with channels for discussing and negotiating what they would want to do to prepare
for specific disasters, policymakers are able to consider local people’s concerns when prioritising
funding and projects. For example, the community may show an overwhelming desire for better
early warning systems or educational workshops which can then be supported by humanitarian
actors.
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Image 3: Earthquake Scenario Building Construction Key Facts. Source www.stopdisastersgame.org
See Playerthree’s take on the game
For example, a group of US students took the game to a favela in Rio de Janeiro and undertook a before and after assessment of community knowledge and every participant showed an increase in knowledge after playing the game. In addition Global Hand and their partner organisation Cross Roads based in Hong Kong played the game at a conference with over 40 NGO staff, and it was described as one of the most significant methods in helping colleagues gain an experiential understanding of disaster reduction. Informing the focus of current/proposed scientific research: The approach provides a platform for discussion about specific risks which can help researchers and scientists understand community members’ information requirements and highlight where there are gaps in existing relevant research. Furthermore discussion which takes place as the game is played can provide scientists with local, indigenous knowledge to inform their research.
Image 4: Tsunami Scenario Post Disasters Impact Statistics. Source www.stopdisastersgame.org
Related case studies:
Using games— 12. Weather or Not; 13. The River Basin Game
Using computer visualisations— 24. Visualisation