The use of a serious game to raise awareness of the importance of household level earthquake preparation.
dc.contributor.author | Treffer, Helen | |
dc.date.accessioned | 2022-07-31T21:28:23Z | |
dc.date.available | 2022-07-31T21:28:23Z | |
dc.date.issued | 2022 | en |
dc.description.abstract | It is not a matter of if a major earthquake will happen in New Zealand, it is when. Earthquakes wreak havoc, cut off power and water supply, lines of communication, sewer, supply chains, and transport infrastructure. People get injured and whole communities can get cut off the rest of the country for extended periods of time. Countries taking measures to increase the population's preparedness tend to suffer less severe consequences than those that do not. Disaster management authorities deliver comprehensive instructions and preparation guidance, yet communities remain grossly underprepared. There are multiple factors that influence motivation for preparedness. Personal experience is one of the most significant factors that influence preparedness motivation. Not many people will experience a severe and damaging earthquake in their lifetime. A serious game (SG) that is a computer simulation of an earthquake is a tool that can let participants experience the earthquake and its aftermath from the safety of their computer. The main result of this research is a positive answer to the question: Can a serious game motivate people to prepare for earthquakes at least just as good as a personal experience of at least a moderate earthquake? There are different levels of immersion this serious game can be implemented at. In this thesis the same earthquake experience scenario – SG “ShakeUp” is implemented as a desktop application and a virtual reality (VR) application. A user study is conducted with the aim of comparing the motivation level achieved by the two versions of the SG “ShakeUp”. In this study no benefits of using VR over traditional desktop application were found: participants trying both versions of the SG “ShakeUp” reported similar levels of motivation to prepare for earthquakes immediately after the experiment. This means that both versions of the experience were equally effective in motivating participants to prepare for earthquakes. An additional benefit of this result is that the cheaper and easier to deliver desktop version can be widely used in various education campaigns. Participants reported being more motivated to prepare for earthquakes by either version of the SG “ShakeUp” than by any other contributing factor, including their previous earthquake experience or participation in a public education campaign. Both versions of the SG “ShakeUp” can successfully overcome personal bias, unrealistic optimism, pessimism, lack of perceived control over one’s earthquake preparation actions, fatalism, and sense of helplessness in the face of the earthquakes and motivate the individual to prepare for earthquakes. Participants without the prior earthquake experience benefit most from the SG “ShakeUp” regardless of the version tried, compared to the participants who had experienced an earthquake: significantly more of them will reconsider their current level of earthquake preparedness; about 24% more of them attribute their increased level of motivation to prepare for earthquakes to the SG “ShakeUp”. For every earthquake preparation action there is about 25% more people who felt motivated to do it after trying the SG “ShakeUp” than those who have done this preparation action before the experiment. After trying either version of the SG “ShakeUp”, people who live in a free standing house and those who live in a rental property reported highest levels of intent to carry on with the preparation actions. The proposed application prototype has been discussed with the University of Canterbury Earthquake Centre and received very positive feedback as having potential for practical use by various disaster management authorities and training institutions. The research shows that the SG “ShakeUp” motivates people to prepare for earthquakes as good as a personal earthquake experience and can be successfully used in various education campaigns. | en |
dc.identifier.uri | https://hdl.handle.net/10092/104017 | |
dc.identifier.uri | http://dx.doi.org/10.26021/13115 | |
dc.language | English | |
dc.language.iso | en | en |
dc.rights | All Right Reserved | en |
dc.rights.uri | https://canterbury.libguides.com/rights/theses | en |
dc.title | The use of a serious game to raise awareness of the importance of household level earthquake preparation. | en |
dc.type | Theses / Dissertations | en |
thesis.degree.discipline | Human Interface Technology | en |
thesis.degree.grantor | University of Canterbury | en |
thesis.degree.level | Masters | en |
thesis.degree.name | Master of Human Interface Technology | en |
uc.bibnumber | 3182088 | |
uc.college | Faculty of Engineering | en |