1. This article presents a typology specifically designed to deconstruct both disaster awareness building and mainstream disaster orientated video games.
2. The article touches upon ideas of game content, player motivation, skill building and social interaction in the context of disaster themed video games.
3. The findings suggest video games have the potential to be positive tools to reinforce messages surrounding DRR, though further research is necessary.
The article “Stop Disasters 2.0: Video Games as Tools for Disaster Risk Reduction” is an informative piece that provides an overview of how international organisations, governments, NGOs and researchers are using video games to raise awareness about disasters and disaster risk reduction (DRR). The authors present a typology specifically designed to deconstruct both disaster awareness building and mainstream disaster orientated video games, identifying how these games instil disaster awareness, portray hazards, vulnerabilities, capacities, disasters and DRR. Additionally, the article touches upon ideas of game content, player motivation, skill building and social interaction in the context of disaster themed video games.
The article is generally reliable in its presentation of information; however there are some areas where it could be improved upon. For example, while the authors provide a comprehensive overview of how various organisations are using video games to raise awareness about disasters and DRR, they do not explore any potential risks associated with this approach or discuss any possible negative impacts that these games may have on players’ behaviour or attitudes towards disasters and DRR. Additionally, while the authors provide a detailed analysis of how various organisations are using video games for DRR purposes they do not provide any evidence or data to support their claims or conclusions regarding the effectiveness of this approach. Furthermore, while the authors mention that further research is necessary they do not provide any specific suggestions for future research which could be beneficial for other researchers looking into this topic.
In conclusion, while this article provides an informative overview of how various organisations are using video games for DRR purposes it could benefit from providing more evidence to support its claims as well as exploring potential risks associated with this approach and providing suggestions for future research into this topic.