Disaster Prevention and Awareness.

Disaster Prevention and Awareness.
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灾害预防和意识。

DOI:
10.1007/978-3-030-68207-1_17
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发表时间:
2021
期刊:
Transforming Society and Organizations through Gamification
影响因子:
--
通讯作者:
T.
T.
中科院分区:
--
文献类型:
--
作者:
Kikkawa;T.

文献摘要

相似文献

在本章中,我将展示游戏化是如何根植于日本社会,特别是在防灾和防灾意识领域。日本人普遍熟悉许多游戏,包括桌面游戏、棋盘游戏、纸牌游戏和数字游戏。在灾害预防和意识领域,游戏和与游戏相关的活动已经很普遍和普遍。桌面游戏“十字路口”是一款先锋游戏,它提高了人们对游戏化在这一领域有效性的认识。游戏流行后,普通人,特别是经历过自然灾害或预计会成为未来灾害受害者的人,开发了各种游戏。普通人设计游戏的趋势可以解释为日本游戏文化的特征之一。人们设计游戏,然后通过游戏继续学习。这可能是日本自下而上文化的反映。游戏市场每年举办三次,主要由独立游戏设计师开发游戏,它的成功可能进一步证明游戏化已深入日本社会。除了这种草根运动,研究人员还通过设计使用游戏的学习环境,为防灾和提高意识做出贡献。
In this chapter, I demonstrate how gamification is grounded in Japanese society, especially in the field of disaster prevention and awareness. Japanese people generally are culturally familiar with many games, including tabletop exercises, board games, card games, and digital games. In the field of disaster prevention and awareness, games and game-related activities have been common and pervasive. The game “Crossroad”, a tabletop exercise, is a pioneering game in that it increased awareness of the effectiveness of gamification in this field. After the game gained popularity, various games were developed by ordinary people, especially people who have experienced natural disasters or are expected to be victims of future disasters. The trend toward games designed by ordinary people can be interpreted as one of the characteristics of Japanese gaming culture. People design games and then continue learning using their games. This could be a reflection of Japan’s generally bottom-up culture. The success of the Game Market, which is held three times each year and where mainly independent game designers develop games, could be further evidence that gamification is embedded in Japanese society. In addition to this grassroots movement, researchers also contribute to disaster prevention and increasing awareness by designing learning environments employing games.