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22 pages, 2822 KiB  
Article
Supporting Disaster Resilience Spatial Thinking with Serious GeoGames: Project Lily Pad
by Brian Tomaszewski, Amy Walker, Emily Gawlik, Casey Lane, Scott Williams, Deborah Orieta, Claudia McDaniel, Matthew Plummer, Anushka Nair, Nicolas San Jose, Nathan Terrell, Kyle Pecsok, Emma Thomley, Erin Mahoney, Emily Haberlack and David Schwartz
ISPRS Int. J. Geo-Inf. 2020, 9(6), 405; https://doi.org/10.3390/ijgi9060405 - 22 Jun 2020
Cited by 7 | Viewed by 6202
Abstract
The need for improvement of societal disaster resilience and response efforts was evident after the destruction caused by the 2017 Atlantic hurricane season. We present a novel conceptual framework for improving disaster resilience through the combination of serious games, geographic information systems (GIS), [...] Read more.
The need for improvement of societal disaster resilience and response efforts was evident after the destruction caused by the 2017 Atlantic hurricane season. We present a novel conceptual framework for improving disaster resilience through the combination of serious games, geographic information systems (GIS), spatial thinking, and disaster resilience. Our framework is implemented via Project Lily Pad, a serious geogame based on our conceptual framework, serious game case studies, interviews and real-life experiences from 2017 Hurricane Harvey survivors in Dickinson, TX, and an immersive hurricane-induced flooding scenario. The game teaches a four-fold set of skills relevant to spatial thinking and disaster resilience, including reading a map, navigating an environment, coding verbal instructions, and determining best practices in a disaster situation. Results of evaluation of the four skills via Project Lily Pad through a “think aloud” study conducted by both emergency management novices and professionals revealed that the game encouraged players to think spatially, can help build awareness for disaster response scenarios, and has potential for real-life use by emergency management professionals. It can be concluded from our results that the combination of serious games, geographic information systems (GIS), spatial thinking, and disaster resilience, as implemented via Project Lily Pad and our evaluation results, demonstrated the wide range of possibilities for using serious geogames to improve disaster resilience spatial thinking and potentially save lives when disasters occur. Full article
(This article belongs to the Special Issue Gaming and Geospatial Information)
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<p>A diagram showing how ideas from the four focused concepts examined through the scoping literature review were used to develop a research conceptual framework.</p>
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<p>A prototypical scene from the 2017 emergency response to Hurricane Harvey in Dickinson, Texas, where flood survivors are being evacuated from their homes. The Project Lily Pad game discussed in this paper is based on events like show in in this figure as a means to use serious GIS games to build disaster resilience spatial thinking skills. This image was provided from the collection of an emergency management professional from Galveston County, Texas; identities have been concealed for privacy.</p>
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<p>A diagram showing how spatial concepts and thinking are able to enhance one’s spatial abilities and skills.</p>
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<p>(<b>a</b>–<b>h</b>) Overview of Project Lily Pad missions: (<b>a</b>) first, the player acts as a first responder delivering supplies to key locations in the city before water levels reach flood stage; (<b>b</b>) throughout the game, the player uses several map layers as seen in this reference map; (<b>c</b>) layer of markers that players apply to the map themselves to highlight important landmarks; (<b>d</b>) the player also learns how to adjust to the needs of vulnerable populations during the pre-flood stage of the game; (<b>e</b>) as a flood occurs, they act as a member of a volunteer-run disaster relief organization, rescuing people from their flooded homes via boat; (<b>f</b>) the game player rescues people by taking them to “lily pads”, a term created by emergency responders in Galveston county during Hurricane Harvey in 2017, for areas of higher elevation minimally impacted by flooding; (<b>g</b>) game players can also review a digital elevation model (DEM) view of the flood for spatial awareness about the relationships between flood waters and topography; (<b>h</b>) after each rescue mission, the player receives feedback on the quality of the lily pads they have chosen based on the geographic information they were provided.</p>
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<p>Diagram showing how Project Lily Pad helps improve the four spatial abilities of an individual that are needed to deal with a disaster.</p>
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<p>Summary of pre- and post-game experience questionnaire results.</p>
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<p>Think aloud evaluation of Project Lily Pad in Galveston County, Texas, with an emergency management professional who was an actual responder to Hurricane Harvey in 2017.</p>
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<p>The Project Emergency Operations Center (EOC) prototype game that was developed based on results and experiences from developing project Lily Pad.</p>
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19 pages, 8199 KiB  
Article
Minecraft as a Tool for Engaging Children in Urban Planning: A Case Study in Tirol Town, Brazil
by Bruno de Andrade, Alenka Poplin and Ítalo Sousa de Sena
ISPRS Int. J. Geo-Inf. 2020, 9(3), 170; https://doi.org/10.3390/ijgi9030170 - 13 Mar 2020
Cited by 42 | Viewed by 12319
Abstract
The purpose of this paper is to explore the potential of Minecraft’s game environment for urban planning with older and younger children in a public school in Tirol town, Brazil. Minecraft is employed as an innovative tool to tackle the present lack of [...] Read more.
The purpose of this paper is to explore the potential of Minecraft’s game environment for urban planning with older and younger children in a public school in Tirol town, Brazil. Minecraft is employed as an innovative tool to tackle the present lack of engagement and involvement of key societal actors such as children and young people in urban planning. Thus, how can games support children to co-design their future city? Which heritage values do they represent graphically in the game environment? Geogames are games that provide a visualization of a real spatial context and in this study, Minecraft is the tool which we use to explore youth engagement. We designed two experiments, which tested Minecraft as a geogame environment for engaging young people in urban planning. These experiments were conducted with children, who emerged as active emancipated actors to bring their values to the planning practice. The playtesting results revealed the potential of Minecraft to keep children engaged in the design workshop, as well as their relevant ludic ability to co-create walkable, green, and interactive places. New research questions arose about the potential of creating a culture of planning among children in order to motivate other social actors to share responsibilities for sustainable development and management. Full article
(This article belongs to the Special Issue Gaming and Geospatial Information)
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<p>Playground design for Undugu, Nairobi, Kenya [<a href="#B26-ijgi-09-00170" class="html-bibr">26</a>].</p>
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<p>(<b>a</b>) Block by Block’s Minecraft design of Accra, Ghana; (<b>b</b>) Block by Block’s Minecraft design of Les Cayes, Haiti [<a href="#B27-ijgi-09-00170" class="html-bibr">27</a>].</p>
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<p>(<b>a</b>) Minecraft, Geocraft, Ecocraft and Energycraft conceptual scheme; (<b>b</b>) Ecocraft game. Source: Scholten, Dias and Andrzejewska (2018) [<a href="#B8-ijgi-09-00170" class="html-bibr">8</a>].</p>
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<p>(<b>a</b>) Geoboxers’ Minecraft design of Copenhagen, Denmark; (<b>b</b>) Geoboxers’ representation of Christian’s IV old beer factory [<a href="#B31-ijgi-09-00170" class="html-bibr">31</a>].</p>
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<p>(<b>a</b>) Minecraft model of Mønsted and Daugbjerg mines; (<b>b</b>) Mønsted and Daugbjerg limes, Viborg, Denmark. Source: GeoBoxers [<a href="#B30-ijgi-09-00170" class="html-bibr">30</a>].</p>
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<p>(<b>a</b>) Gasthof Inn [<a href="#B41-ijgi-09-00170" class="html-bibr">41</a>]; (<b>b</b>) Tirol’s rural center [<a href="#B42-ijgi-09-00170" class="html-bibr">42</a>].</p>
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<p>Location in the state of Espírito Santo, southeast Brazil.</p>
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<p>(<b>a</b>) Digital Elevation Model; (<b>b</b>) Triangulated Irregular Network; (<b>c</b>) WorldPainter model.</p>
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<p>(<b>a</b>) A group of young children redesigning Tirol; (<b>b</b>) Landscape design created by the younger children in Minecraft.</p>
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<p>(<b>a</b>) A group of older children redesigning Tirol; (<b>b</b>) Landscape design created by the older children in Minecraft.</p>
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<p>(<b>a</b>) Beginning of the second experiment in Tirol; (<b>b</b>) Design by one of the older children in Minecraft [<a href="#B12-ijgi-09-00170" class="html-bibr">12</a>].</p>
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<p>(<b>a</b>) Landscape design’s second iteration made by the children in Minecraft; (<b>b</b>) Landscape design created by the older children in Minecraft [<a href="#B12-ijgi-09-00170" class="html-bibr">12</a>].</p>
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<p>(<b>a</b>) Tirol’s rural center in reality; (<b>b</b>) Tirol’s designed by children in Minecraft.</p>
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27 pages, 14131 KiB  
Article
Behavioural Effects of Spatially Structured Scoring Systems in Location-Based Serious Games—A Case Study in the Context of OpenStreetMap
by Rene Westerholt, Heinrich Lorei and Bernhard Höfle
ISPRS Int. J. Geo-Inf. 2020, 9(2), 129; https://doi.org/10.3390/ijgi9020129 - 22 Feb 2020
Cited by 7 | Viewed by 5142
Abstract
Location-based games have become popular in recent years, with Pokémon Go and Ingress being two very prominent examples. Some location-based games, known as Serious Games, go beyond entertainment and serve additional purposes such as data collection. Such games are also found in the [...] Read more.
Location-based games have become popular in recent years, with Pokémon Go and Ingress being two very prominent examples. Some location-based games, known as Serious Games, go beyond entertainment and serve additional purposes such as data collection. Such games are also found in the OpenStreetMap context and playfully enrich the project’s geodatabase. Examples include Kort and StreetComplete. This article examines the role of spatially structured scoring systems as a motivational element. It is analysed how spatial structure in scoring systems is correlated with changes observed in the game behaviour. For this purpose, our study included two groups of subjects who played a modified game based on StreetComplete in a real urban environment. One group played the game with a spatially structured scoring system and the other with a spatially random scoring system. We evaluated different indicators and analysed the players’ GPS trajectories. In addition, the players filled out questionnaires to investigate whether they had become aware of the scoring system they were playing. The results obtained show that players who are confronted with a spatially structured scoring system are more likely to be in areas with high scores, have a longer playing time, walk longer distances and are more willing to take detours. Furthermore, discrepancies between the perception of a possible system in the scoring system and corresponding actions were revealed. The results are informative for game design, but also for a better understanding of how players interact with their geographical context during location-based games. Full article
(This article belongs to the Special Issue Gaming and Geospatial Information)
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<p>The <span class="html-italic">StreetComplete</span> interface. (<b>a</b>) The map-based overview; (<b>b</b>) the menu for selecting preferred task categories; (<b>c</b>) an example of visual aid supporting the answering of tasks.</p>
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<p>Overview of the two scoring systems used. (<b>a</b>) Spatially random scores; (<b>b</b>) and spatially structured scores showing a clustering pattern.</p>
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<p>Illustrations of typical scenes found on the playing field.</p>
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<p>Box plots and histograms of the variables showing significant differences in mean values for the two tested groups. (<b>a</b>) Game duration; (<b>b</b>) and detour factor. Purple colour represents the treatment group, while grey colour indicates the control group.</p>
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<p>High and low-value spatial clusters of task visits. (<b>a</b>) Spatially random setup; (<b>b</b>) and spatially structured setup.</p>
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<p>Bivariate spatial relationship between the numbers of visits of task locations and their surrounding scores. (<b>a</b>) Spatially random setup; (<b>b</b>) and spatially structured setup.</p>
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<p>Overview of the GPS trajectories of all players. The line segments of the tracks were smoothed for display using the Polynomial Approximation with Exponential Kernel (PAEK) method [<a href="#B99-ijgi-09-00129" class="html-bibr">99</a>]. (<b>a</b>) Spatially random setup; (<b>b</b>) and spatially structured setup.</p>
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<p>Histograms of responses to two questionnaire questions. (<b>a</b>) Question about the appropriateness of the scores awarded; (<b>b</b>) Question about the subjects’ willingness to play the game without any scores. The purple bars represent the response of the treatment group and the grey bars represent the control group’s response, respectively.</p>
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<p>Box plots of behavioural variables assessed for both tested groups. (<b>a</b>) Normalised distance walked; (<b>b</b>) Average walking speed; (<b>c</b>) Area of the standard deviational ellipse; (<b>d</b>) Linearity of the standard deviational ellipse; (<b>e</b>) Share of road types traversed; (<b>f</b>) Normalised number of tasks completed.</p>
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22 pages, 11534 KiB  
Article
Mapping Frictions Inhibiting Bicycle Commuting
by Diego Pajarito and Michael Gould
ISPRS Int. J. Geo-Inf. 2018, 7(10), 396; https://doi.org/10.3390/ijgi7100396 - 3 Oct 2018
Cited by 5 | Viewed by 4887
Abstract
Urban cycling is a sustainable transport mode that many cities are promoting. However, few cities are taking advantage of geospatial technologies to represent and analyse cycling mobility based on the behavioural patterns and difficulties faced by cyclists. This study analyses a geospatial dataset [...] Read more.
Urban cycling is a sustainable transport mode that many cities are promoting. However, few cities are taking advantage of geospatial technologies to represent and analyse cycling mobility based on the behavioural patterns and difficulties faced by cyclists. This study analyses a geospatial dataset crowdsourced by urban cyclists using an experimental, mobile geo-game. Fifty-seven participants recorded bicycle trips during one week periods in three cities. By aggregating them, we extracted not only the cyclists’ preferred streets but also the frictions faced during cycling. We successfully identified 284 places potentially having frictions: 71 in Münster, Germany; 70 in Castelló, Spain; and 143 in Valletta, Malta. At such places, participants recorded bicycle segments at lower speeds indicating a deviation from an ideal cycling scenario. We describe the potential frictions inhibiting bicycle commuting with regard to the distance to bicycle paths, surrounding infrastructure, and location in the urban area. Full article
(This article belongs to the Special Issue Human-Centric Data Science for Urban Studies)
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<p>Study area.</p>
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<p>Trip and trips segments at a grid cell, two scenarios.</p>
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<p>Hourly distribution of cycled distance per day of the week.</p>
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<p>Cycling segments and speed distribution during the day.</p>
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<p>Trips and segments per trip in the three cities.</p>
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<p>Aggregated third level frictions intensity and size.</p>
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<p>Bicycle trips, first and third level frictions.</p>
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<p>Four typical scenarios for third level frictions.</p>
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<p>Cycled distance using bicycle paths.</p>
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<p>Cycled distance, proportion per trip.</p>
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<p>Average cycling speed and bicycle paths.</p>
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437 KiB  
Article
On Metrics for Location-Aware Games
by Luis E. Rodríguez-Pupo, Sven Casteleyn and Carlos Granell
ISPRS Int. J. Geo-Inf. 2017, 6(10), 299; https://doi.org/10.3390/ijgi6100299 - 27 Sep 2017
Cited by 6 | Viewed by 4861
Abstract
Metrics are important and well-known tools to measure users’ behavior in games, and gameplay in general. Particularities of location-aware games—a class of games where the player’s location plays a central role-demand specific support in metrics to adequately address the spatio-temporal features such games [...] Read more.
Metrics are important and well-known tools to measure users’ behavior in games, and gameplay in general. Particularities of location-aware games—a class of games where the player’s location plays a central role-demand specific support in metrics to adequately address the spatio-temporal features such games exhibit. In this article, we analyse and discuss how existing game analytics platforms address the spatio-temporal features of location-aware games. Our analysis reveals that little support is available. Next, based on the analysis, we propose a classification of spatial metrics, embedded in existing literature, and discuss three types of spatial metrics-point-, trajectory- and area-based metrics-, and elaborate examples and difficulties. Finally, we discuss how spatial metrics may be deployed to improve gameplay in location-aware games. Full article
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<p>Schematic architecture for (location-aware) games analytical platforms and tools.</p>
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<p>Spatial metrics classification embedded into existing classification of game metrics centered on gameplay/player (extended from [<a href="#B53-ijgi-06-00299" class="html-bibr">53</a>]).</p>
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