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Exploring the use of the Quake Safe House video game to foster disaster and disaster risk reduction awareness in museum visitors
International Journal of Disaster Risk Reduction ( IF 5 ) Pub Date : 2020-05-16 , DOI: 10.1016/j.ijdrr.2020.101670
Anthony Viennaminovich Gampell , J.C. Gaillard , Meg Parsons , Loïc Le Dé

This paper provides valuable insights into the use of disaster video games in museums. It contributes not only towards a better understanding of disasters within popular culture but also in fostering greater museum visitor participation in learning about disaster and disaster risk reduction (DRR). The theoretical background of this study draws on various scholarships from video game research, constructivist learning theory, and the museum learning environment. This research was undertaken in two New Zealand museums (Te Papa in Wellington and Quake City in Christchurch) which housed the disaster video game Quake Safe House (QSH). The research findings and associated discussion considers the potential of QSH to build disaster awareness based upon participants' gameplay. Ultimately, it is demonstrated that the use of ‘serious’ disaster video games, such as QSH, cannot be a stand-alone item for the purpose of learning within a museum space. Instead, such video games require better integration within the museum's environment and educational disaster displays to encourage and foster the participation of museum visitors in learning about disaster and DRR through multiple mediums.



中文翻译:

探索使用Quake Safe House视频游戏来增强博物馆参观者的灾难和减少灾难风险的意识

本文提供了有关在博物馆中使用灾难视频游戏的宝贵见解。它不仅有助于更好地理解流行文化中的灾难,而且有助于促进博物馆参观者更多地参与有关灾难和减少灾害风险的学习。这项研究的理论背景是从电子游戏研究,建构主义学习理论和博物馆学习环境中获得的各种奖学金。这项研究是在两个新西兰博物馆(位于惠灵顿的Te Papa和位于基督城的Quake City)进行的,这些博物馆中装有灾难视频游戏Quake Safe House(QSH)。研究结果和相关讨论考虑了QSH的潜力,可根据参与者的游戏玩法建立灾难意识。最终,事实证明,使用“严重”灾难视频游戏(例如QSH)不能作为在博物馆空间内学习的独立物品。相反,这样的视频游戏需要更好地整合博物馆环境和教育灾难显示,以鼓励和促进博物馆参观者通过多种媒介学习灾难和DRR。

更新日期:2020-05-16
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