EOS1.3 | Games for Geoscience
PICO
Games for Geoscience
Co-organized by GM13
Convener: Christopher Skinner | Co-conveners: Rolf Hut, Elizabeth Lewis, Lisa Gallagher, Maria Elena Orduna Alegria
PICO
| Wed, 26 Apr, 10:45–12:30 (CEST)
 
PICO spot 3a
Wed, 10:45
Games have the power to ignite imaginations and place you in someone else’s shoes or situation, often forcing you into making decisions from perspectives other than your own. This makes them powerful tools for communication, through use in outreach, disseminating research, in education and teaching at all levels, and as a method to train the public, practitioners and decision makers in order to build environmental resilience.

Games can also inspire innovative and fun approaches to learning. Gamification and game-based approaches add an extra spark of engagement and interaction with a topic. Gaming technology (e.g. virtual reality) can transport and immerse people into new worlds providing fascinating and otherwise impossible experiences for learners.

In this session we welcome contributions from anyone who has used games, gaming technology, and/or game-based approaches in their research, their teaching, or public engagement activities

PICO: Wed, 26 Apr | PICO spot 3a

Chairpersons: Lisa Gallagher, Rolf Hut
10:45–10:50
10:50–10:52
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PICO3a.1
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EGU23-8884
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Highlight
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On-site presentation
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Gáspár Albert, Kornél Tóth, and Csaba Szigeti-Pap

One of the main functions of maps is to provide information to the map user, and to pick out from the infinite amount of information that the map maker thinks the reader might find important. It does so in a way that also tries to reflect the character of the area depicted, so that the reader can more quickly recognise the map symbols. Cartography is the science of visual info-communication in the earth sciences: without it, we would not be able to perceive spatiality. Maps also shape perceptions: the content they display can influence the worldview of a generation of readers. So they have a significant role to play, and as virtual worlds become more and more common, the maps that are created for them are playing an increasingly important role in shaping people's perceptions. In this research, we investigated whether users perceive a boundary between virtual and real world maps, and whether they are more attached to one or the other.

Maps in video games are all artworks closely related to the style, world and gameplay of the game. Their aim is to provide a two-dimensional representation that helps the user to navigate through the fictional world of the game. As realism is becoming more and more important in some games, there is also a growing demand - from developers and players - for realism not only in the characters and the environment, but also in the game map. Both the role of realism and the role of maps are particularly important in open-world RPG and FPS games. Therefore, this research has examined these types of recently developed games in relation to four main map representations: city maps, topographic maps, historical maps and realistic terrain representations (based on satellite imagery). The study was carried out with online user tests involving around 300 people, who had to decide which of two randomly displayed map segments was made for a video game. Respondents were assessed by gender, age and education. When responding, they were also asked to indicate what they based their decision on and which map they liked more from an aesthetic point of view. The results show that people typically recognise video game maps for the types of games studied (with the lowest proportion recognising realistic surface renderings), but they find maps for games more appealing.

The present research is a snapshot of how map representations of virtual and real space can or cannot be confused. It also highlights the process whereby the generated reality will sooner or later reach a level that makes it difficult to distinguish from reality, and thus increases the chances that the reader of the map may not be aware that he or she is not seeing reality.

The research was carried out within the project no. TKP2021-NVA-29 and supported by the Ministry of Innovation and Technology of Hungary from the National Research, Development and Innovation Fund, financed under the TKP2021-NVA funding scheme.

How to cite: Albert, G., Tóth, K., and Szigeti-Pap, C.: Can video game maps be deceptive in their realism?, EGU General Assembly 2023, Vienna, Austria, 23–28 Apr 2023, EGU23-8884, https://doi.org/10.5194/egusphere-egu23-8884, 2023.

10:52–10:54
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PICO3a.2
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EGU23-719
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ECS
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Virtual presentation
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Grisel Jimenez Soto, Katja Schulze, and Abdul Halim Latiff

Geoscience data usually is complex and comes at different scales. Effective visualization tools are crucial for efficiently examining properties and correlations when working with the datasets and for telling geoscience stories around them. Virtual Reality (VR) leads users to an immersive experience and allows for true spatial awareness and depth perception. We find that VR enhances knowledge transfer and adds a gamification moment.

In the energy industry and Academia, large amounts of multiscale geo data are compiled but often remain segregated and underutilized. Core data, for example, is sitting in remote core centers and is not readily available to be integrated for improving the quality of 3D geological models and interpretations.

Likewise, numerous supplemental information and geological images are required to improve the quality of any geoscience simulations. Traditionally, most visualization is tied to display on 2D computer screens. Users (geologists, teachers, and students) rely on advanced real-time visualization and interaction methods customized to geospatial data at different scales. It is the user’s objective to improve their observations and interpretations at different dimensions (2D and 3D).

 In this work, we study the effectiveness and usability of Virtual Reality tools for training and collaborative decision purposes. The multiscale data includes sets of cores, logs, sedimentological descriptions, and seismic. All data is presented in a unique virtual data room and immersive presentation.  The geological model and data of different scales are visualized simultaneously and interpreted jointly.

Finally, we highlight the advantages of VR for training students in geoscience and geo data-data interpretation.  This is not limited to but especially true for physical data sets (e.g., core) or models from remote locations (e.g., outcrop) that are difficult to visit. Specific VR tools allow students to navigate in an immersive way through virtual geological multiscale datasets. The interactive environment makes the process of learning fun, removes distractions, and immerses the students in the subject matter at hand. Together with dedicated VR storytelling tools and supplemental documentation, this results in a quicker and deeper understanding of complex geological settings.

How to cite: Jimenez Soto, G., Schulze, K., and Latiff, A. H.: Effectiveness and usability of subsurface geodata visualization for training and storytelling using Virtual Reality: Immersing into a dataset from the EX-carbonate field in Central Luconia Province (Malaysia), EGU General Assembly 2023, Vienna, Austria, 23–28 Apr 2023, EGU23-719, https://doi.org/10.5194/egusphere-egu23-719, 2023.

10:54–10:56
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PICO3a.3
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EGU23-3948
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On-site presentation
Samuele Segoni

To increase the engagement of the students and to explore alternative teaching activities, a didactical experiment was carried out at the University of Firenze (Italy): the teaching course “Basic elements of geomorphology” was reorganized to include relevant elements of gamification. The main one was a competition among the students based on a serial quiz game, which was carried out at the end of each lesson. This activity was called “Who wants to be a geomorphologist?”, clearly paraphrasing a notorious TV show. The students used their mobile device to access a series of quizzes, previously prepared by the teacher to test the reasoning skills of the students, their ability to make connections between distinct topics, and their capability to enter in a “geomorphological state of mind”. Each participant scored some points based on the answers provided and a general ranking was updated after each lesson. The prize (a “bonus” during the final examination for the top three students) was very attractive for the students, which demonstrated a strong engagement and a positive attitude towards the gaming activity. In turn, the activity was an effective didactical tool as allowed the students to better focus on some key concepts delivered by the teacher.

How to cite: Segoni, S.: Gamification of a “geomorphology” bachelor’s degree course, EGU General Assembly 2023, Vienna, Austria, 23–28 Apr 2023, EGU23-3948, https://doi.org/10.5194/egusphere-egu23-3948, 2023.

10:56–10:58
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PICO3a.4
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EGU23-7146
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Virtual presentation
Anne Chapuis, Clara Burgard, Etienne Ducasse, Samuel Cook, Léna Gauthier, Cruz Garcia Molina, Amélie Bataille, and Gaël Durand

Save the glaciers! is an educational escape kit designed for teenagers (11-18 years old) to learn what glaciers are, how they move, how they react to climate change and what people can do to slow down their melt.

We made two versions of the game: a physical version and an online version. In both versions players have to sequentially solve 4 enigmas to unlock the next enigma until they reach the end of the game. Each enigma is designed to make the player discover and understand the following processes:

  • Melting of mountains glaciers contributes to sea level rise

  • Anatomy and mass-balance of a mountain glacier: What is it made of? How does it form? How does it grow and shrink?

  • Glacier sliding: glaciers are not static, they slowly slide under their own weight

  • Mountain glaciers are losing mass all around the world due to climate change, which can be observed by looking at their retreating termini.

The physical version is designed to be played by 5 people; the online version can be played alone. Three levels of difficulty have been designed for the physical game: secondary-school pupils, high-school pupils and university students. In total more than 200 people have played the game, across both the physical and online versions.

The game has been developed as a collaboration between the H2020 project PROTECT and a team at the Institute of Environmental Geosciences.

How to cite: Chapuis, A., Burgard, C., Ducasse, E., Cook, S., Gauthier, L., Garcia Molina, C., Bataille, A., and Durand, G.: Save the glaciers! An educational escape kit, EGU General Assembly 2023, Vienna, Austria, 23–28 Apr 2023, EGU23-7146, https://doi.org/10.5194/egusphere-egu23-7146, 2023.

10:58–11:00
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PICO3a.5
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EGU23-2743
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On-site presentation
Martin Mergili, Hanna Pfeffer, Johannes Köstner, Lukas Gosch, Andreas Kellerer-Pirklbauer, Julia Eulenstein, and Oliver Gulas

Geoeducation involving people of all ages and societal groups represents an important foundation for building more sustainable societies, including a better awareness of hazardous processes such as landslides and related geomorphic phenomena. In the 21st Century, geoeducation stands in tough competition with a multitude of other pieces of information received by post-modern humans. To ensure that messages are appropriately received and remembered, geoeducational resources have to be funny and impressive. As immersive virtual reality (VR) experiences are supportive to this aim and are becoming more broadly affordable, we apply this technique and develop a set of landslide-related geo-gaming applications, which will be installed at the visitor centres of the three Austrian UNESCO Global Geoparks (UGGps), and freely available to all those who have the necessary VR equipment.

We present a first proof-of-concept study for the prehistoric Wildalpen Rock Avalanche, which occurred sometimes between 5900 to 5700 a BP during the autumn or winter period and displaced a rock mass of approx. 900 million m³. The area affected by the prehistoric rock avalanche is located in the Steirische Eisenwurzen UGGp in the province of Styria. Based on topographic reconstruction of the pre-event terrain and the release mass, we simulate the dynamics of the rock avalanche with the open-source mass flow simulation tool r.avaflow 3. This tool is equipped with

  • a new, highly automatized, work flow for constructing VR-ready meshes in the open-source software Blender 3 and, on this basis, to generate videos that can be watched in VR with simple anaglyph or 3D glasses; and
  • a script to generate animations (sequences) of landslide dynamics in the game development software Unreal Engine 5, based on the meshes produced in Blender 3.

Such sequences can be integrated in immersive VR gaming applications of various levels of complexity. Players can trigger multiple landslides at different pre-defined locations and different times. In our proof-of-concept-study, we present a simple one-player game in which the Wildalpen Rock Avalanche can be triggered by grabbing a magic wand and touching with it the release area of the landslide. After the avalanche has come to rest, a piece of a fir (Abies alba), which was embedded in the rock avalanche sediments, appears at the surface of the deposit. Such  tree logs have been used to date the event. The log can be grabbed by the player and, when touched with the magic wand, will tell how it has experienced the rock avalanche and the time after.

Remaining technical challenges include possible effects of flow-type landslides on the players. Unreal Engine 5 is centred on interactions between discrete objects: whereas it would be straightforward to displace a player hit by a falling rock, dragging away a player by a continuously moving flow represented by a sequence of meshes is much more demanding from a game development perspective.

Acknowledgement: This work is part of the project "Moving mountains - landslides as geosystem services in Austrian geoparks" (ESS22-24 - MOVEMONT) funded through the Earth System Sciences programme of the Austrian Academy of Sciences.

How to cite: Mergili, M., Pfeffer, H., Köstner, J., Gosch, L., Kellerer-Pirklbauer, A., Eulenstein, J., and Gulas, O.: Immersive virtual reality gaming for geoeducation: proof-of-concept for the prehistoric Wildalpen Rock Avalanche, Austria, EGU General Assembly 2023, Vienna, Austria, 23–28 Apr 2023, EGU23-2743, https://doi.org/10.5194/egusphere-egu23-2743, 2023.

11:00–11:02
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PICO3a.6
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EGU23-7237
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Virtual presentation
Clémence Foucher, Anne Chapuis, Gaël Durand, Jean-Baptiste Barré, and Amélie Bataille

Expedition Sea Level - a time travel to unveil the mysteries of sea level rise : becoming an actor of climate change is a numerical interactive activity designed as a game for middle school students (11 - 15 years old) to learn the links between sea level rise, the melt of glaciers and ice sheets, and human activities. This includes various notions to help them understand why sea level changes, how ice sheets and glaciers evolve and are studied, the ideas of uncertain futures, mitigation and adaptation.


This activity is to be discovered in group or alone, in class or in scientific facilities when classes come to visit and encounter the actors and actresses of science. Another of its goal is to create discussions and debates among students on various subjects regarding climate change but also to help them understand the scientific processes behind the different changes happening or incoming, in order to fight increasing eco-anxiety.


To do so, a fictional narrative is decomposed in three chapters with a growing immersion for the audience. The first one is a short animation staging a young Maldivian girl in 2081, going to see her grandparents whom house is partially underwater. The second one is designed as a first person shooter game where the public plays a glaciologist at Dumont d’Urville and on the Astrolabe glacier, answering pedagogical quizzes and learning through mini games. And the last one is shaped as a multiple choices tree game, leading to three IPCC scenario (low, intermediary and high). The choices made by the player.s lead to one out of the three scenario in which the public needs to find the best adaptation plan to protect the grandparents from the first chapter.


Expedition Sea Level is the result of a diploma project conducted alongside the european research project PROTECT. This fully illustrated project answers the communication needs of PROTECT but also the needs of understanding and entertainment expectations of middle school students, based on an anonymous survey conducted among 71 middle school students, mainland France, from December 2021 to February 2022.

How to cite: Foucher, C., Chapuis, A., Durand, G., Barré, J.-B., and Bataille, A.: Cryosphere and sea level rise : A numerical interactive educational activity, EGU General Assembly 2023, Vienna, Austria, 23–28 Apr 2023, EGU23-7237, https://doi.org/10.5194/egusphere-egu23-7237, 2023.

11:02–11:04
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PICO3a.7
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EGU23-4365
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On-site presentation
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David Crookall and Pimnutcha Promduangsri

Games have existed almost since the dawn of ‘civilization’.  “The history of games dates to the ancient human past.  Games are an integral part of all cultures and are one of the oldest forms of human social interaction.  Games are formalized expressions of play which allow people to go beyond immediate imagination and direct physical activity.  Common features of games include uncertainty of outcome, agreed upon rules, competition, separate place and time, elements of fiction, elements of chance, prescribed goals and personal enjoyment.” (Wikipedia.)  One of the earliest modern works about games was Huizinga’s (1938 & 1998) Homo Ludens.  The founding work of modern academic gaming is unquestionably Dick Duke’s (1974 & 2014) Gaming: The Future’s Language.

Since then, the literature on simulation/gaming (and on crucial debriefing) has exploded.  Dick Duke worked in land planning, and today the gaming literature in areas related to the Earth, the environment, conservation, climate change has exploded.  This is due partly to the increase in massive and wicked problems in those areas, and due partly to the realization that simulation/games are an, and sometimes the only, effective method (or tool) for solving complex problems and for providing guidance in navigating complexity.

The result today is that geo-simulation/games GSGs are spread across far flung places – libraries, depositories, institutes, associations and private collections.  The geo-simulation/gamer (practitioner and researcher) looking for material or a method has a hard time.

This presentation will outline a few pockets where a relatively high concentration of GSG activity and materials may be found.  It will also unveil a simple database destined for GSGs, in the hope that EGU members will contribute and benefit.

How to cite: Crookall, D. and Promduangsri, P.: Sources of geo-simulation/game (GSG) resources, EGU General Assembly 2023, Vienna, Austria, 23–28 Apr 2023, EGU23-4365, https://doi.org/10.5194/egusphere-egu23-4365, 2023.

11:04–11:06
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PICO3a.8
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EGU23-10548
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On-site presentation
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Lisa Gallagher and Reed Maxwell

The Integrated GroundWater Modeling Center (IGWMC) is a small research center housed within the High Meadows Environmental Institute at Princeton University. The researchers and students of the IGWMC focus on using field observations, hydrological models, and emerging technologies like machine learning to address important water and climate related issues. The scientists, engineers, and students working in this center also support a mission to develop and promote education and outreach in our community. Much of our outreach focuses on providing fun, social, hands-on activities that are gamified for maximum impact.

The IGWMC has an ongoing partnership with the Watershed Institute, an organization in Pennington, New Jersey, that supports a wealth of community focused education, advocacy, and stewardship initiatives. Through the Watershed Institute’s Watershed Academy program for high school students, researchers and students from IGWMC were given the opportunity to host a week-long educational camp, focused on water and climate. During this week, high school students attending engaged with scientists, engineers, graduate students, and undergraduate students to learn about and engage with water and climate topics. We will discuss a collection of gamified activities that have been developed and used for these events along with the impactful experiences had by all.

How to cite: Gallagher, L. and Maxwell, R.: Impactful engagement through games: Examples and experiences from a successful outreach collaboration, EGU General Assembly 2023, Vienna, Austria, 23–28 Apr 2023, EGU23-10548, https://doi.org/10.5194/egusphere-egu23-10548, 2023.

11:06–11:08
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PICO3a.9
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EGU23-1211
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Highlight
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Virtual presentation
Gordon Woo

Historical events provide a valuable source of information about the risk environment.  Risk analysts recognise a substantial degree of variability in the way in which a hazard event evolves.  Alternatively, a historical event might have evolved to yield a lower or higher societal loss. These better or worse alternatives are referred to as upward and downward counterfactuals. For enhancing risk awareness, it is instructive to explore downward counterfactuals.

Typically, assessments of extreme events are undertaken by hazard domain experts.  However, there is no systematic procedure for spotting missing extreme events.  Furthermore, group meetings may be prone to groupthink, or other forms of human cognitive bias.  For disastrous river floods, Merz et al. (2021)[1] have suggested that biases of wishful thinking may be avoided by purposefully constructing downward counterfactuals.

An innovative systematic procedure for searching for extreme hazard events has been developed by the author[2].  This procedure can take the form of a round-table game, in which each person takes a turn in suggesting a further downward counterfactual; a way in which the loss might have been worse. This game has some similarities with the traditional Victorian parlour game of consequences, in which each player follows on from the preceding player. This type of parlour game is a socially engaging and instructive way for players to explore the range of extreme events.

This round-table game of exploring downward counterfactuals, which could be played for any geohazard, is illustrated by UK flood risk.  One of the most salient near-miss events arose from persistent rain across the Peak District and Yorkshire Dales at the end of July 2019. when half a month’s rain fell. Water poured through the spillway of the Toddbrook Reservoir dam, above the town of Whaley Bridge. The spillway started to erode and concrete ballasts began to rip away. More than 1,500 residents of Whaley Bridge had to leave their homes for six nights after the reservoir dam threatened to breach.

A round-table game would generate a series of notable downward counterfactuals of the 2019 flood risk at Whaley Bridge.  These would be informed by meteorological data, and the independent Toddbrook reservoir review report, which concluded it is unlikely that the spillway would have survived the probable maximum flood, and that if the event had been more intense, or extended for a longer period, catastrophic failure of the dam may have occurred.

Few UK catastrophic dam failures have occurred, and fortunately there has been no loss of life due to dam disasters in the UK since 1925.  Through downward counterfactual games, exploration of near-misses, such as the severe rainfall of July 2019, can provide important insight into the risk of catastrophic dam failure, and the timeliness of risk mitigation measures.

 

 

 


[1] Merz B. et al. (2021) Causes, impacts and patterns of disastrous river floods. Nature Reviews, 2, 592-609.

[2] Woo G. (2019) Downward counterfactual search for extreme events.  Frontiers in Earth Science. https://doi.org/10.3389/feart.2019.00340

 

How to cite: Woo, G.: A Round-Table Game for Exploring Extreme Risk Outcomes, EGU General Assembly 2023, Vienna, Austria, 23–28 Apr 2023, EGU23-1211, https://doi.org/10.5194/egusphere-egu23-1211, 2023.

11:08–11:10
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PICO3a.10
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EGU23-9153
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ECS
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On-site presentation
Iris van Zelst and Lucía Pérez-Díaz

QUARTETnary is an educational card game about the geological time scale. Suitable for ages 7 and up, the game play follows that of the classic card game ‘quartets’, where players aim to collect sets of four cards belonging to a specific group (in this case, a certain geological time period). At the end of the game, the player with the most complete geological time line (i.e., the most quartets) wins the game! 

QUARTETnary consists of 15 different card quartets, each corresponding to a different geological eon, era, or period, starting in the Hadean and ending in the Quaternary. For each quartet, the cards represent key events, animals, or processes. For example, the Hadean consists of 1) the formation of the Moon; 2) Earth’s magma ocean; 3) the layered Earth; and 4) the first occurrence of liquid water on the planet. The cards specifically focus on geodynamic processes (i.e., the presence of supercontinents and the formation of various mountain ranges) and evolutionary developments (i.e., bacteria, land plants, mammals etc.) as well as major global events such as mass extinctions and the Cambrian explosion of life. They are illustrated in accordance with the official colour scheme set by the International Commission on Stratigraphy to ensure easy comparison with the official geological time scale.

Here, we present an update on the development of QUARTETnary (with new cards!) and the projected launch schedule of QUARTETnary’s business plan and Kickstarter campaign, which we will use to produce and distribute the game.

How to cite: van Zelst, I. and Pérez-Díaz, L.: QUARTETnary - The card game about the geological time scale, EGU General Assembly 2023, Vienna, Austria, 23–28 Apr 2023, EGU23-9153, https://doi.org/10.5194/egusphere-egu23-9153, 2023.

11:10–11:12
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PICO3a.11
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EGU23-14449
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Virtual presentation
Cristina Veiga-Pires, Sónia Oliveira, and Ana Gomes

This presentation aims to present the board game " The adventure to knowledge " as a tool to facilitate the teaching-learning process. It was created to help the dissemination and communication of science in the context of an international and interdisciplinary research project that studies the environmental changes that have occurred over the last 7500 years in the southeast coast of Mozambique. In the game, each player is invited to take on the role of a researcher participating in a fieldwork where they will create knowledge to write a book. To do so, he/she will need material and human resources to analyze several paleoenvironmental indicators, and the speed with which he/she will do so will depend on several constraints. This game is available at https://ccvalg.pt/inmoz/inmozEN.html

This study had the support of national funds through Fundação para a Ciência e Tecnologia (FCT), under the project LA/P/0069/2020 granted to the Associate Laboratory ARNET and UID/00350/2020 CIMA, and the project PTDC/HAR-ARQ/28148/2017, granted to the researcher with the following contract CEECINST/00146/2018/CP1493/CT0002.

How to cite: Veiga-Pires, C., Oliveira, S., and Gomes, A.: The adventure to knowledge: A game that teaches how environmental changes that occurred in Mozambique during the Holocene were investigated, EGU General Assembly 2023, Vienna, Austria, 23–28 Apr 2023, EGU23-14449, https://doi.org/10.5194/egusphere-egu23-14449, 2023.

11:12–11:14
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PICO3a.12
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EGU23-9138
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On-site presentation
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Bärbel Winkler and John Cook

Misinformation about climate change does damage in multiple ways. It causes people to believe wrong things, polarizes the public, and reduces trust in scientists. Climate misinformation reduces support for climate action, delaying policies to mitigate climate change. One of the most insidious aspects of misinformation is that it can cancel out accurate information. When people are presented with fact and myth but don’t know how to resolve the conflict between the two, they may disengage and believe neither. Consequently, an effective way to counter misinformation is to help people resolve the conflict between facts and myths. This can be achieved through inoculation theory, a branch of psychological research that applies the concept of vaccination to knowledge. Just as exposing people to a weakened form of a virus develops resistance to the real virus, exposing people to a weakened form of misinformation builds immunity to real-world misinformation. In other words, rather than getting lost in details, you explain the misleading rhetorical techniques and logical fallacies used in misinformation. Inoculation has been found to be effective in neutralizing misinformation casting doubt on the scientific consensus on human-caused global warming. However, there are many misinformation techniques and inoculating people against them all is a communication and education challenge. Games offer engaging tools for incentivizing people to repeatedly perform misinformation-spotting tasks in order to build up their critical thinking skills. Games that are fun to engage with while serving a useful educational purpose are known as serious games, and are already being explored as a tool for building resilience against misinformation, using an approach known as active inoculation. Typically, inoculation interventions are passive, with messages received in a one-way direction from communicator to audience. In contrast, active inoculation involves participants in an interactive inoculation process – having them learn the techniques of science denial by ironically learning to use the misleading techniques themselves. The Cranky Uncle game adopts an active inoculation approach, where a “cranky uncle” cartoon character mentors players to learn the techniques of science denial. Cranky Uncle is a free game available on iPhone and Android smartphones as well as web browsers and can already be played in eight languages. The player’s aim is to become a “cranky uncle” who skillfully applies a variety of logically flawed argumentation techniques to reject the conclusions of scientific communities. By adopting the mindset of a cranky uncle, the player develops a deeper understanding of science denial techniques, thus acquiring the knowledge to resist misleading persuasion attempts in the future. The game is available in several languages and creating the translations involved some creative problem solving to come up with suitable alternatives where the English content couldn’t simply be translated directly. For example, some terms were ambiguous in one language but the ambiguity was “lost in translation”, actual people mentioned in quiz questions were not known outside of the US, or a fallacy was named differently in another language, requiring a new icon.

How to cite: Winkler, B. and Cook, J.: Cranky Uncle - a critical thinking game to build resilience against climate misinformation in multiple languages, EGU General Assembly 2023, Vienna, Austria, 23–28 Apr 2023, EGU23-9138, https://doi.org/10.5194/egusphere-egu23-9138, 2023.

11:14–11:16
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PICO3a.13
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EGU23-17593
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On-site presentation
Emma Burak and Christina Christina Van Midden

The presenters would like to showcase a game they have created through funding allocated by the British Society of Soil science. The original brief of the project was to demonstrate the ability of soils to deliver on the UN Sustainable Development Goals, specifically Zero Hunger, Clean Water and Climate Action. We also wanted to capture the interlinking complexity of soil in a simple, fun, and educational format in order to promote how amazingly intricate and fascinating soils are.

The resulting game is called Dirty Matters: The Soil Game and focuses on how soil management practises affect soil, which in turn affect the SDGs. Dirty matters is a fully cooperative game where the players embody soil organisms (including the mole, earthworm, and mycorrhizal fungi) and move around the soil implementing soil management techniques (such as cover crops, no tillage regimes, and adding manure) to counteract the events that negatively impact the soil (such as soil compaction, acid rain, and erosion). This is all done with the overarching aim of keeping the soil healthy enough to meet the yield requirements of a growing population whilst trying to avoid polluting water and excessive carbon loss.

The process of making this boardgame initially involved brainstorming sessions to form a game design and then rigorous research to make sure our concepts were backed by up-to-date science. Once a playable game design was achieved, we started play testing with other soil scientists and a variety of other communities to make sure both the mechanics and science worked, tweaking the game after each session to incorporate feedback. The final stages included making it look appealing by engaging with a graphic designer. As of today, Dirty Matters is free to download and printer friendly educational tool to advance the understanding of soil and how we should take care of it and everything in it.

How to cite: Burak, E. and Christina Van Midden, C.: Dirty Matters: The Soil Game, EGU General Assembly 2023, Vienna, Austria, 23–28 Apr 2023, EGU23-17593, https://doi.org/10.5194/egusphere-egu23-17593, 2023.

11:16–12:30