

Video games are increasingly popular amongst people of all ages, genders and ethnicity. Section snippets Video games, constructivism and museums

Accordingly, this paper provides valuable insights into the use of disaster video games in museums, while contributing not only towards a better understanding of disasters within popular culture but also in fostering greater museum visitor participation in learning about disaster and DRR. Similarly, there is an identifiable gap in the effectiveness of conveying disaster preparedness education through museums and in understanding how ‘serious’ disaster video games may contribute toward fostering the participation of museum visitors in learning about disaster and DRR. support the findings of Gampell and Gaillard with their overview of ‘serious’ or educational (rather than mainstream) games for DRR, finding that several scholars prove ‘serious’ games and/or simulations have the potential to raise awareness and develop skills though quantitative and qualitative research is scarce surrounding the effectiveness of these games. Gampell and Gaillard connected game content for several disaster video games, both ‘serious’ and mainstream, to a DRR framework (prevention, mitigation and preparedness), identifying that further research into how game content, game mechanics, player skills, motivations and social interactions all contribute towards possible learning outcomes is required. Previous disaster video game research indicates that disaster video games have the potential to instil disaster awareness through the portrayal of hazards, vulnerabilities, capacities and disaster risk reduction (DRR), with constructivist learning theory supporting the use of video games. However, while disaster video games can provide researchers with valuable insights into how people conceptualise disasters in their daily lives, there is limited research into portrayals of disasters within popular culture. 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.ĭisasters, associated with both natural and anthropogenic hazards, are increasingly popular themes for video games, which reflects the cultural dimensions of disasters in society. 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. The research findings and associated discussion considers the potential of QSH to build disaster awareness based upon participants' gameplay. 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 theoretical background of this study draws on various scholarships from video game research, constructivist learning theory, and the museum learning environment. 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). This paper provides valuable insights into the use of disaster video games in museums.
