- 1Christian-Albrechts-Universität zu Kiel, Institute of Geosciences, Marine Geophysics and Hydroacoustics, Kiel, Germany (eisermann@ceos.uni-kiel.de)
- 2Center for Ocean and Society (CeOS), Kiel University, Kiel, Germany
- 3Helmhotz Centre Potsdam, German Research Centre for Geosciences GFZ, Germany
- 4GEOMAR Helmholtz Centre for Ocean Research Kiel, Kiel, Germany
The MULTI-MAREX research mission, initiated by the German Marine Research Alliance (DAM), is establishing two living labs in Greece to study extreme marine geological events and related hazards. To address the challenges of communicating research outcomes and risk assessments, we have developed a workflow for creating virtual reconstructions of real study sites that transform complex geohazard scenarios into photorealistic immersive experiences. These virtual scenarios enhance situational awareness and facilitate meaningful and fact based engagement with experts, policymakers, and the public.
Using a game engine as a real-time 3D rendering platform enables the integration of physics-based numerical simulations with real-world spatial data thus providing an immersive frontend to classical numerical models. Our focus is on developing workflows that support a semi-automated, asset-enhanced, immersive visualisation of geospatial data within this framework. These virtual environments synthesise numerical physical models with remote sensing data, including terrestrial and marine digital outcrop models derived from drone and submersible imagery, as well as hydroacoustic bathymetry. Digitally placed assets, such as high-resolution synthetic textures, vegetation, cars, urban furniture and buildings, enhance the visual appearance and help to bridge the gap between different data resolutions. Physics-based simulations of fluids, objects, collisions, destruction, lighting and weather further transform real-world data into photorealistic, interactive environments.
By integrating numerical simulations via a custom data interface, we can visualise the effects of tsunamis, volcanic eruptions, extreme weather and wildfires with high fidelity. The framework used allows for a scalable approach across platforms, ranging from smartphones and desktop systems to head-mounted displays. These platforms ensure that visualisations and gameplay can be adapted to reach different stakeholders.
Stakeholders can experience scenarios from multiple perspectives, such as first-person or external observer view, and freely explore the open-world virtual environment. Interactive storylines support learning by guiding stakeholders through the environment and different scenarios. Additionally, stakeholders can engage with task-based, competitive elements of serious gaming, such as starting in an everyday situation before a realistic scenario is triggered, and then identifying the fastest route to safety. Decisions can have consequences and can be reviewed at the end of the experience to assess choices and learn from mistakes, with virtual objects providing guidance throughout.
Virtual environments are powerful tools for enhancing scientific analysis and stakeholder engagement, bridging the gap between complex geohazard science and effective stakeholder understanding. This supports informed decision-making and experience-based risk management.
How to cite: Eisermann, J. O., Gross, F., Wolf, J., Abbate, A., Babeyko, A., Wagner-Ahlfs, C., Kwasnitschka, T., Kopp, H., and Krastel, S.: Geohazards as serious gameplay: Immersive Virtual Environments from Real-World data Enable Story- and Game-Based Engagement with Modeled Marine Geohazard Scenarios., EGU General Assembly 2026, Vienna, Austria, 3–8 May 2026, EGU26-5142, https://doi.org/10.5194/egusphere-egu26-5142, 2026.