@misc{10481/107412, year = {2025}, month = {10}, url = {https://hdl.handle.net/10481/107412}, abstract = {This study explores the potential of serious games for improving disaster risk management. The research employs a qualitative approach, combining content analysis of serious games (six digital games – three mobile apps and three online games) with an online survey of experts featuring open-ended questions. The results show that only the online games aligned with the informative narrative tone indicated by the experts, while the gameplay of the mobile apps focused more on interaction. Such interaction could enhance the playful aspect of the game and thus increase the desire to play; however, the educational aspect of online games is much higher, despite a few examples having inadequate representation of multiculturalism, diversity, and gender. This paper provides a list of recommended features for disaster risk management games, which we have categorized into three dimensions: (a) characters; (b) information and message tone; and (c) narrative dynamics, reward systems, and feedback. The results of the study may be of considerable help to teachers and game designers in improving citizens’ knowledge of disaster risk management.}, organization = {MICIU/AEI/10.13039/501100011033/ERDF, EU - Junta de Andalucía, research group HUM-613 (PID2024-160481OB-I00)}, publisher = {Copernicus Publications}, title = {How to communicate and educate more effectively on natural risk issues to improve disaster risk management through serious games}, doi = {10.5194/nhess-25-3939-2025}, author = {Vázquez Vílchez, Mercedes and Carmona Molero, Rocío and Ouariachi Peralta, Tania}, }