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Hewa Heliyagoda Kankanamge, Ruth Nayomi Elizabeth, Yigitcanlar, Tan,Goonetilleke, Ashantha, & Kamruzzaman, Md(2020)How can gamification be incorporated into disaster emergency planning?A systematic review of the literature.International Journal of Disaster Resilience in the Built Environment, 11(4),pp. 481-506.
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https://doi.org/10.1108/IJDRBE-08-2019-0054
International Journal of Disaster Resilience in the Built Environment
How can gamification be incorporated into disaster emergency planning? A systematic review of the literature
Journal: International Journal of Disaster Resilience in the Built Environment
Manuscript ID IJDRBE-08-2019-0054.R3
Manuscript Type: Research Paper
Keywords: gamification, gamified applications, gamified culture, serious games, community engagement, smart disaster emergency planning
International Journal of Disaster Resilience in the Built Environment
International Journal of Disaster Resilience in the Built Environment
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1 How can gamification be incorporated into disaster emergency planning? A systematic
2 review of the literature
3 Abstract
4 Purpose: The paper aims to investigate the role of gamification as a novel technique in
5 motivating community engagement in disaster-related activities in order to address the
6 question of how gamification can be incorporated into disaster emergency planning.
7 Design/methodology/approach: This study conducts a systematic literature review, and
8 explores available gamified applications for disaster emergency planning and their purpose of
9 use. In total, 51 scholarly articles on the topic, and 35 disaster-related gamified applications
10 are reviewed.
11 Findings: The findings reveal that: (a) Gamified applications (n=35) are used for education,
12 research, and intervention purposes; (b) Gamified applications create new opportunities for
13 community engagement, and raise disaster awareness among the community in virtual
14 environments, and; (c) Gamified applications help shape a new culture—i.e. gamified
15 culture—that supports smart disaster emergency planning practice.
16 Originality/value: During the recent years, utilisation of game elements in non-game
17 contexts—i.e., gamification—has become a popular approach in motivating people in various
18 actions. Increasing research highlighted the benefits of gamification in enhancing community
19 engagement, creating interactive environments, providing better behavioural outcomes, and
20 influencing democratic processes. Despite, some of the applications indicated the potential of
21 gamification in disaster emergency planning, the use of gamification technique in this
22 discipline is an understudied area. This study reveals gamification can be incorporated into
23 disaster emergency planning.
24 Keywords: gamification; gamified applications; gamified culture; serious games; community
25 engagement; smart disaster emergency planning
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26 1. Introduction
27 Across the world, due to high population growth and unequal infrastructure distribution
28 people tend to locate in disaster prone areas closer to cities (Sotto et al., 2019). Jakarta
29 (Indonesia), Nagoya (Japan), Kolkata (India), Kathmandu (Nepal), Christchurch (New
30 Zealand), and Istanbul (Turkey) are few of the cities that often exposed to disasters
31 (Douglass, 2013). Under these circumstances, effective emergency disaster planning
32 activities are required to make community and authorities highly alert, responsive, adaptive,
33 and as importantly knowledgeable. Thus, scholars, authorities, and emergency planners have
34 been in search for innovative solutions to strengthen community capacities to face upcoming
35 challenges including preparedness for disasters (Lue et al., 2014).
36 Fortunately, at present, there are innovative and technology driven approaches to engage
37 public in disaster emergency planning activities. For instance, people can share their
38 opinions, observations, and requirements through social media platforms. This approach is
39 called as ‘crowdsourcing’, which is referred to the community presence in technology
40 mediated approaches—e.g., social media, mobile applications (Goodchild, 2007; Handmer et
41 al., 2014). Adopting technology mediated approaches is convenient especially in city and
42 neighbourhood levels due to adequate communication infrastructure facilities (Yigitcanlar et
43 al., 2015; Yigitcanlar, 2016; Kankanamge et al., 2019).
44 Despite the proliferation of crowdsourcing tools, not many of them deliver satisfactory
45 results in terms of engaging people (Handmer et al., 2014). A recent study discloses that only
46 10% of the registered participants truly engaged in solving the given tasks in Chinese
47 crowdsourcing platforms. This is due to the absence of sound motivational elements in the
48 crowdsourcing applications (Feng et al., 2018). This means, even with all the available
49 facilities to encourage community engagement, community contributions for emergency
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50 planning still lags behind. This has led to the creation of a new research frontier, so-called
51 ‘gamification’, to encourage community awareness and engagement on various issues—also
52 including disaster emergency planning activities. Nevertheless, the review acknowledges all
53 of the prevailing disaster emergency planning services, such as using emergency contact
54 numbers and stakeholder meetings. Further, some countries and cities, such as Tokyo,
55 Vanuatu, and Cook Islands, have several historical precedents to plan disaster emergency
56 activities. These activities include constructing houses from bamboo, which stand up to
57 earthquakes, and using traditional leadership networks of villages to raise disaster awareness
58 to fight with both natural and human-made disasters (Fletcher et al., 2013).
59 The term ‘gamification’ was first started to gain recognition in 2011, as a promising
60 method to motivate community engagement in various actions. Simply, gamification is about
61 the use of game design elements in non-game or the real-world serious contexts (Deterding et
62 al., 2011). According to Rasmusen (1994) there are four game design elements: (a) Players of
63 the game; (b) Information; (c) Actions available to the players at each decision point, and; (d)
64 Payoffs for each outcome. Scholars used interchangeable terms such as ‘gamification’,
65 ‘serious games’, ‘pervasive/persuasive games’, and ‘games with a purpose’ (GWAP) to
66 motivate community awareness and engagement in real-world serious contexts (Abt, 1987;
67 Mendler de Suarez et al., 2012; Werbach, 2014; Castellanos, 2016; Aubert et al., 2018).
68 Gamification is not an exclusive property of a specific discipline (Seaborn & Fels, 2015).
69 It has drawn attention to foster community awareness and engagement in numerous
70 disciplines as diverse as urban planning (Devisch et al., 2016; Ampatzidou et al., 2018),
71 health (Bul et al., 2015; Chou et al., 2017; Liteplo et al., 2018; Wazny, 2018), commerce and
72 marketing (Ramadan, 2018), education (Mallon, 2013), energy (Gheorghe & Vamanu, 2013;
73 Magaña & Muñoz-Organero, 2015). Nonetheless, there has only been limited gamified
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74 applications developed and used in disaster emergency planning practices (Breuer et al.,
75 2017).
76 Against this backdrop, the paper investigates the literature of gamification as a novel
77 technique in motivating community engagement in disaster emergency planning activities.
78 Further, this paper attempts to disclose key knowledge gaps exist in using gamified
79 applications in disaster emergency planning. For instance, there are studies—e.g., Solinska-
80 Nowak et al., 2018—that analysed disaster-related gamified applications in terms of their
81 aims, target audiences, and hazards addressed; however, they neglected motivational
82 elements, which are critical to encourage people using these applications. Accordingly, this
83 literature review acts as a presentation of the key references to identify current gaps in
84 presented research within the literature. In order to do so, the paper concentrates on
85 addressing the following two research questions: (a) How can gamification motivate
86 community engagement in disaster emergency planning activities? (b) How can gamification
87 be incorporated into disaster awareness campaigns? To address these research questions, the
88 paper conducts a systematic literature review, and explores available gamified applications
89 for disaster emergency planning and their purpose of use.
90 2. Background
91 2.1. Pure games and gamification
92 Pure games are participatory tools, defined by rules that provides uncertain outcomes with
93 the sense of joy, leisure, and freedom—i.e., Candy crush, Hitman. Pure games could either
94 have ludas (gamefulness), where the player has to follow a set of rules to achieve the
95 objective, or paidia (playfulness), where the player has enough freedom to enjoy tasks
96 (McGonigal, 2011). Inspired by pure games, gamification is increasingly explored as a
97 method to use game design elements in non-game, real-life environments. It makes people
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98 engagement in real-life serious activities more enjoyable than they would otherwise be
99 (Deterding et al., 2011; Prestopnik et al., 2017).
100 The prime intention of gamification is to motivate community participation in real-life
101 situations (Morschheuser et al., 2017). Extrinsic and intrinsic motivations are the key
102 motivational drivers to pay off the outcomes of the gamified applications (Seaborn & Fels,
103 2015). Extrinsic motivation refers to the behaviours that is influenced by external incentives.
104 Intrinsic motivation refers to the behaviours that is influenced by internal emotions (Ryan &
105 Deci, 2000). These two motivational types drive all pure games and gamified applications to
106 receive a considerable player participation (Tinati et al., 2017).
107 Nevertheless, different scholars define gamification in different ways. Table 1 lists a
108 number of common themes run across the different definitions provided by scholars.
109 Accordingly, game-like elements, game-thinking, and problem solving were the mainly
110 emphasised themes of the definitions analysed below.
111 [INSERT TABLE 1]
112 2.2. Traditional and contemporary emergency disaster planning practices
113 Disasters are destructive events that threaten the wellbeing of individuals (Gardoni &
114 Murphy, 2010). There are numerous practices adopted by emergency planners at each phase
115 of the disaster management cycle—i.e., preparedness, mitigation, response, recovery, to keep
116 people safe and responsive. Irrespective to these phases, this literature review categorises the
117 existing emergency planning practices into two broad categories—i.e., traditional, and
118 contemporary (Kankanamge et al., 2020). All practices that are manually driven and have
119 been practiced for centuries were categorised as traditional emergency planning practices.
120 Other practices, which are inspired by new technologies were categorised as contemporary
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121 emergency planning practices. As a technology driven approach this review considered
122 gamified applications as a contemporary tool that could be used for emergency planning.
123 Manually driven damage assessments, valuation techniques, (Liu, 2014; Mechler, 2016)
124 contingency funding and insurance, (Harrison & Johnson, 2016), and direct observations
125 (Yuan & Liu, 2018) are among the traditional disaster rehabilitation practices. Involving
126 community in decision-making could be a costly and time-consuming practice with
127 traditional face-to-face participatory tools of emergency planning—e.g., focus group
128 meetings, policy fora, decision pathway surveys, model development (Pitot et al., 2006;
129 Aubert & Lienert, 2019). Nonetheless, these practices seem inadequate in the case of a large-
130 scale emergency situation as they lack active community engagement (Gardoni & Murphy,
131 2010, Baytiyeh, 2017). Henceforth, extant researches attempt to disclose innovative ways to
132 encourage community engagement in disaster emergency planning activities.
133 Combined with technology, contemporary emergency planning practices have increased
134 their capacities to overcome drawbacks of the traditional ones. According to Henkey (2017),
135 there will not be a single factor greater than technology in creating a positive impact for
136 emergency planning. In recent years, advanced technologies were interlinked with people
137 centric social media such as Facebook, Twitter, and Instagram. They also become more
138 people centric and useful for disaster emergency planning (Kankanamge et al., 2020).
139 Enhancement of victim-responder communication through cellular location finding
140 technologies, sending messages with location information through Facebook, Twitter,
141 Instagram (Feng & Sester, 2018; Wang et al., 2018), and usage of unmanned vehicles—e.g.,
142 aerial drones—for emergency investigations are some of the technologies used for emergency
143 planning activities. Such georeferenced technologies help emergency planners to launch
144 disaster rescue campaigns to find lost people with less effort. This might eventually lead to a
145 smart emergency planning systems (Metaxiotis et al., 2010). Albeit, technology driven
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146 approaches, as emphasised by this review study, is an understudied area of research. Further,
147 there is a possibility of infrastructure failure during disasters that might interrupt the entire
148 digital response mechanism (Rottz et al., 2019), which the future researches should
149 investigate new solutions for.
150 3. Methodology
151 This study adopted a systematic literature review technique as depicted in Figure 1. The
152 research followed the review procedure outlined by Yigitcanlar et al. (2019). The objective of
153 adopting a systematic review is to identify relevant studies, appraise their contents, identify
154 common themes, and critically summarise their findings.
155 [INSERT FIGURE 1]
156 Firstly, a research plan connecting the research aim, keywords, and a set of inclusion and
157 exclusion criteria was developed in par with the research objectives. The research objectives
158 were to review gamification related literature to improve efficiency of emergency planning
159 practices through community participation. This was to evaluate the applicability and impacts
160 of gamified elements on stimulating community engagement in emergency planning
161 activities. Based on the abovementioned objectives, it was decided to select ‘gamification’,
162 ‘serious games’, ‘emergency’, ‘crisis’, ‘disasters’, and ‘‘planning’ as the main keywords.
163 Peer-reviewed research articles in English language were considered as the inclusion
164 criteria. The review conducted using an academic search engine that connects databases,
165 including Science Direct, Scopus, Web of Science, Wiley Online Library, Directory of Open
166 Access Journals. Research excluded edited or authored books, conference proceedings,
167 journal editorials, articles in languages other than English, grey literature such as government
168 or industry reports, and non-academic research. This is to confine the review into academic
169 publications. As given in Figure 1, the search included only peer-reviewed and full-text
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170 journal articles available online. Secondly, the search was conducted in July 2019 for journal
171 articles published between January 2008 and July 2019. As the concept of gamification, in its
172 contemporary sense, was coined in 2008, the start data of the research was determined as
173 2008. The resultant search items were initially checked by reading the abstracts and then by
174 reading the full-text.
175 Thirdly, the initial thematic search was conducted through the Boolean search line of
176 ((Title/Abstract contains the term/s “gamif*” OR “serious game”) AND (Title/Abstract
177 contains the term/s “disaster” OR “crisis” OR “emergency” OR “planning”)) to identify
178 researches that focus on gamified applications for disaster emergency planning (Figure 1).
179 Truncation was used in the term gamif* to broaden the search to synonyms such as,
180 ‘gamification’ and ‘gamified’ accordingly. The search resulted in 74 papers. They were
181 screened by reading the abstracts (in total 60 articles). After reading the full-texts to ensure
182 that they fit into the research scope, the articles were limited to 51. This literature review used
183 the theme identification process introduced by Yigitcanlar et al. (2019)—that did not have
184 gamification focus—, to identify the common themes/categories of the reviewed papers
185 (Table 2).
186 [INSERT TABLE 2]
187 The final stage of the process was to critically evaluate and document the findings in the
188 form of a literature review paper. In this process, additional articles, which did not meet the
189 aforementioned selection criteria were also included to better appreciate the research
190 background and the findings—e.g., books, book chapters, online reports, organisation reports,
191 statistical reports, government policies. While evaluating selected 51 articles, all disaster-
192 related gamified applications mentioned in these studies were captured. Gamified
193 applications were verified against the following criteria, they: (a) Need to comply with the
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194 definition of gamification—i.e., played in a serious context; (b) Focus on a disaster-related
195 area, and; (c) Should not be a commercial product—i.e., freely available to wider population.
196 4. Results
197 4.1. General observations
198 Of the 51 selected papers, none of them tried to draw a direct link among gamification,
199 community awareness or engagement, and emergency planning. Nonetheless, Bayas et al.
200 (2016), Albertarelli et al. (2018), Wazny (2018) discussed about the potentials of using
201 gamified applications for emergency planning to a certain extent. Still, they need more
202 empirical and conceptual understandings to justify and establish the idea. Thereby, a
203 literature review is a key element in identifying the landscape for future research in
204 introducing gamification to better plan the disaster emergency activities. Considering the
205 reviewed articles and the links given in the articles, the literature review identified 35
206 gamified applications. As given in Tables 3-5, these applications were further classified based
207 on their key objectives/purposes.
208 4.2. Objectives of gamified applications
209 This section collates and synthesises the objectives reported in the reviewed literature.
210 Although gamification looks intuitively appealing, a coherent understanding is essential to
211 analyse it further. As presented in Tables 3-5, all of the reviewed articles were classified by
212 their objectives—gamified applications that collect data for research; gamified applications
213 that aim to increase disaster education among people, and gamified applications that try to
214 intervene exiting practices. The process given in Table 2 was adopted to conduct this
215 classification. Although the reviewed articles were classified by their objectives, this
216 literature review emphasised the interdependent nature of all three objectives. This will
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217 ultimately create a new platform for people to participate in scientific decision-making—so-
218 called citizen science.
219 4.2.1. Gamified applications for research
220 Gamified applications developed to collect data and information for research activities
221 were categorised as gamified applications for research purposes. From the reviewed 51
222 articles 15 discussed about the use of gamified applications for research purposes. Research
223 organisations, councils, and government departments create gamified applications either to
224 assess community knowledge about the existing disaster-related government policies
225 (outward)—social simulations—or to make community to create disaster-related information
226 for state governments (inward), i.e., FloodSim (UK).
227 [INSERT TABLE 3]
228 From the identified 35 gamified applications derived through the reviewed articles and
229 provided links, 14 of them aimed at participating people for different research purposes. The
230 data collected through such applications are used to plan disaster emergency activities by
231 policymakers (Suarez, 2015). ‘Millbrook Council Serious Game’, ‘Ayiti: The Cost of Life’,
232 ‘SchaVis’, ‘SimFlood’, ‘Digital UpRiver’ (Suarez, 2015), and ‘FloodSim’ (Rebolledo-
233 Mendez et al., 2009) can be identified as gamified applications created to collect data from
234 participants for research purposes.
235 ‘FloodSim’ players decide where to set up disaster management measures and how much
236 to invest on flood defences adhering to the UK flood policies (Breuer et al., 2017). By
237 playing the game, players indirectly evaluate the existing flood policies of UK. Its outcomes
238 (decisions taken by the players) are circulated with policymakers and insurers. However, such
239 games do not provide an option to collect demographic information of the participants, which
240 might be a useful fact for researches.
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241 ‘Millbrook Council Serious Game’ makes people to create data related to the flood
242 mitigation (Khoury et al., 2018) for the local council to make disaster-related decisions.
243 ‘SerGIS’ is also another gamified application that generate spatial data for disaster situation
244 trainings. This has been used to manage floods in Malmo, Sweden (Tomaszewski &
245 Schwartz, 2017).
246 Gamified applications, designed for research purposes, help community to share their
247 knowledge as an input for policymakers to make people-centric decisions. In a way,
248 collecting data from the crowd even for research purposes can be identified as a
249 crowdsourcing exercise. Nevertheless, in the case applications use game design elements in
250 real-world contexts, they are identified as gamified applications (Deterding et al., 2011).
251 Nonetheless, most of the reviewed literature on gamified applications for research
252 purposes, have discussed about the technological significance of the application design. They
253 have not tested the applicability of gamified applications to plan disaster emergency activities
254 except for ‘FloodSim’ and ‘Millbrook Serious Game’. While appreciating the significance of
255 exposing the technical aspect of the gamified applications, this literature review equally
256 emphasised the significance of evaluating the usability of them.
257 Gamified applications engage in collecting different types of data and information for
258 disaster-focused research purposes. For instance, ‘Geochat’, ‘HealthMap’ and
259 ‘OutbreaksNearMe’ gamified applications led participants to create geolocated disease
260 information after a disaster (Wazny, 2018). Irrespective to one specific location anyone can
261 used such applications across the world to share spatial data related to a disease outbreak. In
262 order to use such applications, people need to share their location information along with the
263 information they plan to circulate. By using them people tend to report areas with high
264 disease vulnerabilities (Olszewski et al., 2018; Prandi et al., 2019). Although such gamified
265 applications do not solely focus disaster situations, they could be used to detect post-disaster
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266 disease dispersions. It will help authorities to provide health assistances accordingly (Wazny,
267 2018).
268 Aubert & Lienert (2019) identified gamified applications as a potential approach to make
269 more reliable decisions, since it facilitates people to contribute in emergency planning by
270 providing data and information. Supportively, Kolar & Cater (2018) argued that inclusion of
271 ordinary citizens in scientific decision-making—citizen science. Although Tomaszewski &
272 Schwartz (2017) and Khoury et al. (2018) tried to analyse the significance of gamified
273 applications as an information harvesting research tool in disasters, more research is
274 demanded to establish the idea.
275 4.2.2. Gamified applications for education
276 The reviewed articles, which discussed about the gamified applications to educate and
277 train the community, are categorised as gamified applications for education. From the
278 reviewed 51 articles 25 of them focused on using gamified applications for education. They
279 are often used as a marketing strategy to attract people to educate about disasters (Pacauskas
280 et al., 2018).
281 [INSERT TABLE 4]
282 From the 35 gamified applications identified, through the reviewed articles and provided
283 links, 18 of them were used for education and training purposes (Table 4). ‘Playing for
284 Predictions’, ‘Stop Disasters!’, ‘WeShareIt’ (developed for to be mainly used in Kenya),
285 ‘Levee Patroller’ (developed for Netherlands) (Onencan et al., 2016a), ‘Dissolving Disasters’
286 (developed for Madagascar), ‘Sai Fah: The Flood Fighter’ (developed for Thailand) (Mani et
287 al., 2016), and ‘Disaster Detector’ (developed for the US) (SSEC, 2019) were some of the
288 popular gamified applications focused on educating the participants about disasters. Although
289 such applications were played and tested in few countries, they are freely available online to
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290 anyone (from anywhere in the world) with an interest to increase their disaster-related
291 education.
292 The education and training given through such gamified applications were three-fold.
293 Firstly, they provide education about the ways of reading scientific instruments such as
294 anemometer, thermometer, and seismometers and finally to detect disasters—i.e., ‘Disaster
295 Detector’. Secondly, such applications create virtual disaster environments and let the player
296 to face the disaster and survive in the virtual environment—role playing—i.e., ‘InaSAFE’
297 (Suarez, 2015), ‘Dread-Ed’ (Wahyudin et al., 2017).
298 Thirdly, gamified applications let the player to engage in disaster planning exercise at a
299 city level or in a neighbourhood level—i.e., ‘Stop Disasters!’ (UNISDR, 2018). They are
300 universal games, which are supposed to be played by anyone with an interest. Unlike to the
301 gamified applications for research, most of the gamified applications for education are in
302 hypothetically created virtual environments/settlements, which do not refer to any real-world
303 geolocation. For instance, Stop Disasters! gamified application provides cartooned townships
304 to play the games.
305 Awareness raising is the main target of educating community through gamified
306 applications (Alessi et al., 2015). Most of them let the participants to live, think, and play in a
307 virtual disaster environment (Greenhill et al., 2016; Prandi et al., 2017). It acts as a learning
308 tool to alter human behaviours by providing disaster awareness in virtual environments
309 (Prestopnik & Tang, 2015; Liteplo et al., 2018). However, there are different gamified
310 disaster awareness tools that conduct in class rooms such as ‘Decisions for the Decade’
311 (RCCC, 2019a), ‘Paying for Predictions’ (RCCC, 2019b). Future researches, which aim to
312 trap local knowledge to plan disaster emergency activities through gamified applications,
313 could develop new gamified applications using virtual reality (VR) and augmented reality
314 (AR) technologies similar to ‘Pokémon GO’ AR game. ‘Virtual reality (VR) for climate
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315 change’, ‘Disaster in my backyard’ are such applications that have already used these
316 technologies (Meesters et al., 2014).
317 In the most recent game development practices, artificial intelligence (AI) is also started to
318 be used to generate responsive, adaptive or intelligent behaviours primarily in non-player
319 characters (NPCs) similar to human-like intelligence. This development is expected to
320 revolutionise the capabilities of serious games—including the ones used for educational
321 purposes for disaster emergency planning (Buche & Franklin, 2018).
322 4.2.3. Gamified applications for intervention
323 Gamified applications that create an influence to change the existing practices by sharing
324 the community experiences, reflections, criticisms as a form of feedback were categorised as
325 gamified applications for intervention. From the 51 articles reviewed, only seven had a focus
326 of specific interventions to policymaking through real-world disaster experiences (Wells et
327 al., 2014; Aubert & Lienert, 2019; Rodela et al., 2019).
328 [INSERT TABLE 5]
329 From the identified 35 gamified applications, only three have attempted to make an
330 influence through real-world disasters. They are, ‘Flood-Wise’, ‘Forest@Risk’, and ‘I See
331 Change’ (EU, 2012; CSS, 2019; ISC, 2019). These gamified applications try to make an
332 intervention to the disaster-related issues by considering specific case studies/incidences,
333 which might adverse the disaster impacts. Thus, this category of gamified applications could
334 be considered as an emerging area of research.
335 ‘I See Change’ gamified application functions similar to Facebook, where people can
336 share any noticeable environment change from any place across the world (ISC, 2019). Then
337 the network start discussing, sharing, and commenting on it. However, ‘I See Change’ mobile
338 application is popular in the US. ‘Flood-Wise’ discusses about the transboundary flood risk
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339 of two territories, i.e., Poland and Ukraine. This use near-real disaster situations to motivate
340 participants to face upcoming disasters in an effective way (Ramadan, 2018; Solinska-Nowak
341 et al., 2018). Both, ‘Forest@Risk’ and ‘Flood-wise’ recreate a near-real disaster experience to
342 keep people motivated and prepared (Cowley & Bateman, 2017). These games can be played
343 by anyone with an interest from anywhere in the world.
344 Nonetheless, the three categorisations presented in this literature review are not rigid or
345 mutually exclusive. There could be mutual interdependencies and overlaps. The suggested
346 categories and corresponding descriptions were exposed as a support to those needing to plan
347 and deliver gamified applications for emergency planning. Furthermore, these categories
348 themselves will not deliver an effective gamified application for emergency planning as all of
349 them are backed by different intrinsic and extrinsic motivations. The main objective of
350 including motivational elements to gamified applications is to encourage community
351 participation.
352 4.3. Motivations of gamified applications
353 Most of the reviewed literature considered two types of motivations related to gamified
354 applications—i.e., intrinsic and extrinsic motivations. They were backed by strong
355 motivational theories such as the ‘self-determination theory’ (Seaborn & Fels, 2015),
356 ‘intrinsic and extrinsic motivation theory’ (Ryan & Deci, 2000; Seaborn & Fels, 2015),
357 ‘behaviour change theory’ (Abraham & Michie, 2008), ‘social practice theory’ (Wemyss,
358 2019), ‘self-directed learning theory’ (Garrison, 1997), and ‘theory of civic learning’
359 (Devisch et al., 2016). All the reviewed articles have discussed at least one of the aforesaid
360 motivation types. Motivational elements presented below explain how gaming elements
361 would trigger community engagement.
362 4.3.1. Intrinsic motivation
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363 Intrinsic motivation refers to a perception of an activity that delivers the sense of
364 satisfaction or entertainment (Tinati et al., 2017). User satisfaction level is determined by the
365 assignment type and the personal interests of the players (Albertarelli et al., 2018). After
366 analysing the reviewed literature, the paper derived 10 distinct intrinsic motivations used in
367 emergency planning as presented in Table 5.
368 [INSERT TABLE 6]
369 The emergency planning literature emphasised the need of more motivational factors to
370 bridge the gap between community engagement and emergency planning (Shi et al., 2018).
371 For instance, all the three types of gamified applications discussed above—gamified
372 applications for research, education and intervention—require more community
373 participations to collect data, to raise awareness, and to share critical reflections. Community
374 always exist either at the end or at the very beginning of the disaster emergency planning
375 process. If, community could provide reflections and information about their experiences at
376 the beginning of the emergency planning process, it will lead to shape the entire disaster
377 planning processes more people centric.
378 From the identified intrinsic motivations, the mostly cited intrinsic motivations were
379 learning/gain awareness, participation/contribution, and leisure/fun. They are much useful to
380 be considered for future researches in designing gamified applications for disasters situations.
381 Generally, intrinsic motivations—i.e., leisure/fun or enjoyment—are often in pure games.
382 Although the applications intended to be focused on serious contexts, this literature review
383 reflects the significance of delivering leisurely feeling to the players.
384 4.3.2. Extrinsic motivation
385 From the reviewed literature, 14 types of extrinsic motivations as listed in Table 6 were
386 identified. Contrary to intrinsic motivations, extrinsic motivations encourage community
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387 engagement by granting rewards and points. Such rewards deliver participants a recognition
388 or a sense of victory, rather reinforcing participation through emotional preferences (Harris,
389 2018). Among the identified extrinsic motivations, rewards/tokens (i.e., ‘Stop Disasters!’),
390 reputation and resilience score (i.e., ‘SerGIS’), ranking, rating and feedbacks (i.e.,
391 ‘ISeeChange’), and goal setting (i.e., ‘WeShareIt’) are the mostly cited extrinsic motivations
392 to leverage participation.
393 [INSERT TABLE 7]
394 In terms of planning disaster emergency activities, ‘role-playing’ as a gamified element
395 has gained an increasing attention (Aubert et al., 2018). Role-playing is a game element,
396 which enables a player to play a particular role in a given serious environment, rather playing
397 a game for fun. Role of a stakeholder (Ampatzidou et al., 2018), role of an adventure, live-
398 action role playing (Kolar & Cater, 2018), and real-time strategy nominating games
399 (Prestopnik & Tang, 2015) are some of the popular role-playing game types referred in the
400 reviewed literature.
401 4.4. Outcomes of gamified applications
402 Spectrum of expected outcomes of gamified applications take two distinct perspectives:
403 (a) Continuous outputs and behavioural change, and; (b) Win or lose.
404 4.4.1. Continuous outputs and behavioural change
405 From the reviewed 51 literature pieces, 40 had a focus of changing the behaviour of the
406 participants as a direct consequence of gamified applications—i.e., gamified applications for
407 education. Basically, actions that drive people to change the behaviour do not happen in a
408 vacuum. Intrinsic and extrinsic motivational elements in the gamified applications are the key
409 determinants of motivating people to engage, learn, and contribute to plan disaster emergency
410 activities. This literature review derived 35 gamified applications (Tables 3-5). Among them,
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411 gamified applications for education such as ‘Playing for Predictions’ and ‘Stop Disasters’
412 dominantly focus on altering the community skills on investing disaster risk reduction
413 measurements, identifying disaster prone areas and reading the scientific instruments—i.e.,
414 ‘Disaster Detector’.
415 These applications consist intrinsic and extrinsic motivational elements such as points and
416 ranks. This is to attract more community engagement to increase community awareness,
417 collect more data through research oriented gamified applications, and make interventions to
418 the society, which are the main objective of these games.
419 Tanes & Cho (2013) conducted a user experience survey to statistically prove how “Beat
420 the Quake” gamified application changed the playing community behaviour positively in
421 preparing themselves for upcoming disasters. Besides, Meesters & Walle (2014), Mani et al.
422 (2016), and Radianti et al. (2017) revealed the effectiveness of using gamified applications in
423 motivating players to gain disaster awareness by conducting user experience surveys before
424 and after playing the applications. Findings of these studies disclosed that the more people
425 play these games, the more they get motivated. Although, there are limited empirical studies
426 conducted to understand the levels of motivation in gamified applications, they showed the
427 significance of these applications in converting ‘general knowledge’ into ‘actionable
428 knowledge’ (Brunet et al., 2018).
429 4.4.2. Win or lose
430 From the reviewed literature pieces, 17 of them discussed the gamified applications that
431 are developed on the competitive game elements. Such applications with high degree of
432 competition motivate players to play the game than getting knowledge. Specially gamified
433 applications for research create competitive environments to harvest data for the governments
434 or for public authorities through the players. Nevertheless, this method of engaging people
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435 and data gathering also raised some privacy, security and ethical concerns (Prestopnik &
436 Tang, 2015).
437 In these studies, participants attended to a game for the sake of entertainment or to collect
438 rewards and points. For instance, games—e.g., ‘HINT!’, ‘AXmap’ (Prandi et al., 2015), ‘Old
439 Weather’ (Prestopnik & Tang, 2015)—focus on collecting georeferenced points and entering
440 historic weather records in logbooks to digital forms. Attending to such tasks might not lead
441 to change the playing community behaviour significantly, but will benefit the community
442 indirectly when decision-makers, planners, and/or scholars analyse the data created by the
443 players (Prestopnik & Tang, 2015). In such games, with or without the knowledge of their
444 contributions to a real-world context, players will play the game for victory. Still, such
445 gamified applications should clearly inform the players beforehand that authorities are going
446 to use the player generated data for research purposes.
447 5. Discussion and Conclusion
448 5.1. How can gamification motivate citizen engagement in disaster emergency planning?
449 Disaster prevention is a worthwhile, but yet an elusive goal (Henkey, 2017). Hence,
450 bearing and sharing responsibilities collectively to plan disaster emergency activities have
451 become a central topic of scholarly debates. Traditional community engagement tools—e.g.,
452 stakeholder meetings, interviews, speed dialling—play a limited role in accelerating
453 community engagement in disaster emergency planning activities. Therefore, finding new
454 ways to motivate community engagement to plan disaster emergency activities has become a
455 priority to increase the effectiveness, efficiency and smartness of the disaster emergency
456 planning activities. Particularly in the age of advance digital technologies, increasing the
457 smartness of cities and communities with the help of technology is a popular topic
458 (Yigitcanlar et al., 2018; Yigitcanlar & Kamruzzaman, 2019). This literature review
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459 discovered two ways of incorporating gamified applications for community engagement in
460 disaster emergency planning: (a) Through extrinsic and intrinsic motivations, and; (b)
461 Motivating community engagement to plan disaster emergency activities under three different
462 objectives—gamified applications for research, education, and intervention.
463 Using extrinsic and intrinsic motivations in gamified applications is a popular way of
464 promoting gamified applications to motivate community engagement. In the age of rising
465 community centric technologies, gamified applications tend to act more psychological than
466 technical (Matallaoui et al. 2017). Community engagement is also a psychological fact (Feng
467 et al., 2018).. For instance, when an emergency strikes, community driven intrinsic
468 motivations (e.g., altruism, exploration, curiosity, social recognition, belongingness) appear
469 to help each other, without considering extrinsic motivation of collecting incentives.
470 Especially, in the post-disaster recovery, community have adequate time to contribute to
471 plan disaster emergency activities by providing data demanded for emergency planning—
472 gamified applications for research i.e., ‘HealthMap’, ‘Geochat’. For instance, Lue et al.
473 (2014) conducted disaster damage assessments in Dallas Fort-Worth with spatial video
474 technology. Participants driven by intrinsic motivations enjoyed and completed time-
475 consuming damage assessment tasks in shorter time frames. This accelerated the disaster
476 recovery activities after the 2000 Dallas Fort-Worth Tornado.
477 Motivating community engagement by establishing collaborative environments reduce the
478 information and knowledge gaps between authorities and citizens (Goodchild & Glennon,
479 2010; McCormick, 2016). Generally, community in safe zones are mostly viewing an
480 emergency in far, rather involving to reduce disaster risks (Shi et al., 2018). Increasingly,
481 such behaviours are isolating since contemporary technologies have spurred the growth of
482 virtually volunteering communities.
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483 With the existing bureaucratic legislation and administration procedures community
484 cannot meet the decision-makers to convey their experience and lessons learnt (Handmer et
485 al., 2014). In against, in an environment where community can convey their experiences and
486 lessons learnt through a gamified application will make disaster emergency planning more
487 flexible and inclusive, and thus smarter. Such collaborative environments further reduce the
488 information flow barriers in public administration processes (Gudes et al., 2010) in the
489 emergency planning practice. The UK is a contemporary example, which enjoy the benefits
490 of gamified applications in disaster emergency planning—i.e., ‘FloodSim’, ‘Millbrook
491 Council Serious Game’ (Rebolledo-Mendez et al., 2009). These two games are designed for
492 UK as they consider UK flood policies and the geography for the games. Still, anyone can
493 play these games from anywhere in the world and the model adopted for these games can be
494 used to design gamified applications for other countries as well.
495 5.2. How can gamification be incorporated into disaster awareness campaigns?
496 The literature review suggests that the gamification techniques are increasingly explored
497 as awareness raising mechanisms. Increasing the emergency planning awareness in virtual
498 environments was the mostly considered way of incorporating gamified technologies for
499 emergency planning awareness campaigns—i.e., ‘Levee Patroller’, ‘WeShareIt’,
500 ‘Magnitude’. For instance, almost all the gamified applications discussed in this literature
501 review for education have received more than 80% rank from the players for the effective
502 influences received from gamified applications for awareness raising (Mani et al., 2016;
503 Onencan et al., 2016a; Wahyudin et al., 2017; Chou et al., 2018).
504 Gamified applications motivate community engagement through intrinsic—i.e.,
505 willingness to participate, curiosity—and extrinsic—i.e., badges, ranks, rewards, motivational
506 elements. These motivational elements could be common to both traditional awareness
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507 raising methods and gamified applications. However, as given in Figure 2, the deliverables of
508 the two methods are drastically different. Especially with the proliferation of hand-held
509 smartphone technologies, AR and VR technologies, awareness raising through gamified
510 applications will become more flexible and user-friendly (Meesters et al., 2014; Yoon & Jin,
511 2016).
512 [INSERT FIGURE 2]
513 Currently, many countries including the US, Canada, and Indonesia use crowdsourcing for
514 awareness raising (Harrison & Johnson, 2016; Yuan & Liu, 2018). In such circumstances,
515 this research emphasises the need of overlying gamification technologies with crowdsourcing
516 to enhance virtual disaster awareness raising campaigns—i.e., gamified crowdsourcing
517 (Tinati et al., 2017; Albertarelli et al., 2018; Ampatzidou et al., 2018). The literature review
518 suggests to use gamification as a prospective tool to bridge the gap in between community
519 engagement and emergency planning through gamified crowdsourcing to make the planning
520 practice smarter.
521 While considering the promises of gamified applications for disaster awareness raising, the
522 issue of ‘digital divide’ also needs to be considered. Digital divide is about the unequal access
523 to information technology—e.g., internet, smart phones. Meaning that those do not have
524 access to technology is left out from the opportunities that gamified applications offer
525 (Yigitcanlar, 2006, 2009; Kankanamge et al., 2020). Especially, until recently digital
526 infrastructure such as internet, smart phones and gaming devices were not widely available in
527 most of the disaster vulnerable countries—such as Pakistan, Indonesia, and Sri Lanka.
528 Albeit, now around 31% of people from East Asia, 19% from North Africa, and 17% from
529 Central Asia have internet access in their homes (Kumar et al., 2019). Moreover, the
530 increasing popularity of internet and smart phones has already helped developing countries to
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531 use bigdata for disaster emergency planning—i.e., Twitter tracking and analysis system
532 (TWRsms) of Padang Indonesia (Yuan & Liu, 2018), Ushahidi-India, and Mission 4636 of
533 Haiti (Liu, 2014). With the increasing coverage and availability of internet and smart phones,
534 introducing gamified applications for disaster awareness can also bring benefits to the
535 disadvantaged communities of developing countries (Baytiyeh, 2017)—although some
536 government subsidies might also be needed. However, lack of digital dexterity is still evident
537 among developing countries, which demands for more capacity building programs and
538 subsidies. Furthermore, studies are needed to find novel ways to engage elderly
539 populations—that might not have the willingness to learn and use the technology—with
540 gamified applications—while also continuing traditional methods of engagement.
541 5.3. Is the raise of the gamified culture in the horizon?
542 Gamification is rather a young discipline. It has emerged from an intersecting landscape of
543 numerous elements that have grown together and inspired by each other’s commonalities.
544 The reviewed literature interchangeably and repetitively emphasised the presence of five
545 common elements—i.e., people (citizens), play (motivation), participate (engagement),
546 technology (tool), serious context (e.g., disaster)—that will eventually form a ‘gamified
547 culture’ in disaster emergency planning. In a way, the gamified culture proposed in this
548 literature review, creates a novel working definition for gamified applications within the
549 context of disaster emergency planning.
550 The emphasised gamified culture with five elements reflects the need of moving beyond
551 monopolistic and technocratic interfaces to interactive, interdepended environments. This is
552 to best harvest the shared and collective capabilities of people. Aforesaid five elements
553 challenge Deterding et al.’s (2011) gamification definition as they tried to keep playfulness or
554 playful elements away from gamification.
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555 Introducing gamified culture to emergency planning has inspired a shift from
556 contemporary emergency planning environments to an integrated digital emergency planning
557 environment, which will benefit both humans and wildlife—i.e., 2020 Australian Bushfires.
558 The literature review at hand revealed the idea of identifying gamification as a data collection
559 method (gamified applications for research), education and training method (gamified
560 application for education), and a method of intervention (gamified application for
561 intervention). Application of intrinsic and extrinsic motivational elements in a gamified
562 culture to motivate community looks quiet promising in emergency planning. Nevertheless,
563 potentials of gamification theory and practice have not been adequately investigated and this
564 poses a clear knowledge gap. More case-based and empirical investigations are required to
565 explore the potentials of gamification—along with critical and theoretical reviews and
566 arguments.
567 Further, this review identified three main drawbacks of the existing gamified applications.
568 Firstly, not collecting demographic information of the players in detail (e.g.,
569 age/gender/education level) can make it hard to define who the exact players engaged in
570 gamified applications are. This might be an issue especially when using data for research
571 purposes. Not considering disable communities, i.e., visual impairments, in designing
572 gamified applications is the second drawback. Nonetheless, exposing gamified applications
573 for a wide arena of communities will help to evaluate different cultures of players. Thirdly,
574 most of such applications are based on the European context, which future researches should
575 focus on expanding these technologies to the disaster-prone Asian countries as well.
576 5.4. Limitations and future research directions
577 The literature review conducted in this paper has the following limitations: (a)
578 Conference proceedings, book chapters, and white papers were excluded, which may have
579 reduced the research knowledge base reviewed; (b) Selected search keywords could have
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580 omitted some relevant articles; (c) Authors’ unconscious bias could have an influence on the
581 findings; (d) Although the paper covered citizen science and crowdsourcing topics, the
582 review did not specifically focused on these areas; (e) The methodology was a manual
583 literature review technique, and did not include techniques such as scientometrics, cognitive
584 mapping, bibliometric, and concept clustering. Despite these limitations, the research results
585 shed light for the way forward for emergency planners and gamified application designers to
586 use new technology to reform people-centric disaster planning procedures.
587 Introducing gamification techniques for emergency planning is not only a new and
588 innovative, but also an effective approach to increase community awareness and engagement
589 in emergency planning. This literature review emphasised the significance of using gamified
590 applications to motivate people to engage in disaster emergency planning in a novel way.
591 Furthermore, the review identifies current knowledge gaps in literature to be explored in
592 future research such as using gamification and crowdsourcing together—gamified
593 crowdsourcing—for a smarter disaster emergency planning.
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Figure 1: Literature selection procedure
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Figure 2: Different disaster awareness raising tools and their deliverables
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Table 1: Definitions and themes of gamification
Literature Definition Theme
Magaña & Muñoz-Organero (2015)
Gamification consists of using game techniques in a
non-game context to perform arduous and repetitive activities
Game techniques, non-game contexts, arduous, and repetitive activities
Eränpalo (2014) Gamification is incorporating game-like elements, such as scoring, objectives and winning, as part of formal learning
Game-like elements, learning
Kim (2014) Gamification means the use of various elements of game design in non-game contexts including workplace collaboration, marketing, education, military, and medical services
Game design elements, non-game context
Wells et al. (2014) Gamification is the application of game-oriented design approaches and or game-inspired mechanics to otherwise non-game contexts
Game design approaches, inspiration, non-game contexts
Kapp (2012) Gamification is using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems
Game-based mechanics, game thinking, motivation, learning, problem solving
Mendler de Suarez et al. (2012)
Gamification is the use of games in everything from entertainment to advertising, corporate retreats to group therapy, from online and video games to crowd-sourced games—and as an expression of new frontiers in human culture
Games, entertainment
Werbach & Hunter (2012)
Gamification is the use of game elements and game-design techniques in non-game contexts
Game elements, game-design techniques, non-game contexts
Deterding et al. (2011)
Gamification as the use of game design elements in non-game contexts
Game design elements, non-game contexts
Zichermann & Cunningham (2011)
Gamification is the process of game-thinking and game mechanics to engage users and solve problems
Game-thinking, game mechanics, engagement, problem solving
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Table 2: Selection criteria for the formulation of categories
Selection criteria DetailsDetermine Determine the key areas of using gamified applications in disaster planning by using the
eye-balling technique in the selected literatureDetect Detect the key areas of using gamified applications to motivate community engagement in
disaster planningIdentify Identify key objectives, motivation types, outcomes of using gamified applications in
disaster planning Group Group the identified key uses with similarities to form broader potential categories
containing adequate number of literature piecesShortlist Shortlist the categories and crosscheck the reliability of these categories with the other
published gamified applications in disaster planning related literature and review studiesReconsider Reconsider the shortlisted categories by going through the selected and reviewed literature
one more timeConfirm Confirm the selection and classification of the categories and finalise the formulation of
categoriesCategorise Place the reviewed literature pieces under the determined categories—in the case of
overlaps, determine the most relevant fit for the literature in one of the categories
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Table 3: Gamified applications for research
Objectives Motivations OutcomesLiteratureGamified applications
for researchIntrinsic
motivationExtrinsic
motivationContinuous (behavioural
change)Dichotomous (win
or lose)
Disaster-related gamified applications for research
Yiannakoulias et al., 2020 x x x xWemyss et al., 2019 x x x xAlbertarelli et al., 2018 x x x xBrunet et al., 2018 x x x xKhoury et al., 2018 x x x x Millbrook serious game Wazny, 2018 x x x x GeoChat, HealthMap, OutbreaksNearMe Wemyss et al., 2018 x x x x xChou et al, 2017 x x x xKorn & Dix, 2017 x x xPrestopnik et al., 2017 x x x x Old WeatherTinati et al., 2017 x x x x xAlcivar & Abad, 2016 x x x xMani et al., 2016 x x x x St. Vincent’s Volcano gameSanford et al., 2015 x x x Ayiti: The Cost of Life Suarez, 2015 x x x x InaSAFE; Digital UpRiverTotal 15 14 12 13 6Note: Other gamified applications identified through the links/information/references given in the reviewed articles
SchaVis (Breuer et al., 2017); SerGIS: Malmö Flood Scenario (Tomaszewski & Schwartz, 2017); SimFlood (Breuer et al., 2017); HINT!’, ‘AXmap’ (Prandi et al., 2015); Floodsim (Rebolledo-Mendez et al., 2009)
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Table 4: Gamified applications for education
Objectives Motivations OutcomesLiteratureGamified applications for
educationIntrinsic
motivationExtrinsic
motivationContinuous (behavioural
change)Dichotomous (win or lose)
Disaster-related gamified applications
for education Iturriza et al., 2019 x x xAdam et al., 2018 x x x xAmpatzidou et al., 2018 x x x xChou et al., 2018 x x x EDSS Rehm et al., 2018 x x x xRobinson et al., 2018 x x x xSolinska-Nowak et al., 2018 x xTaillandier & Adam, 2018 x x x x Sprite; Breuer et al., 2017 x x x x Flood Ranger;
SeCom2.0Cowley & Bateman, 2017 x x x xMadani et al., 2017 x x xPrandi et al., 2017 x x x xRadianti et al., 2017 x x x xTanes Z. 2017 x x x x A Quake Story Wahyudin et al., 2017 x x xDevisch et al., 2016 x x x xGreenhill et al., 2016 x x x xParker et al., 2016 x x xAlessi et al., 2015 x x xCremers et al., 2015 x x x B-SaFe! Prestopnik & Tang, 2015 x x x xGheorghe & Vamanu, 2013 x x xSimoes et al., 2013 x x x xTanes & Cho, 2013 x x x x Beat the quake;Haferkamp et al., 2011 x x x x Dread-Ed Total 25 23 17 20 5Note: Other gamified applications identified through the links/information/references given in the reviewed articles
Disaster Detector (SSEC, 2019); Extreme Event Game (NAS, 2018); Stop disasters! (UNISDR, 2018);); LittoSIM (Becu et al., 2017); Magnitude (Wahyudin et al., 2017); Disaster Master (Gampell & Gaillard, 2016); Levee Patroller (Onencan et al., 2016b); Sai Fah- The flood fighter (Mani et al., 2016); Severe Weather Preparedness Adventure: Young Meteorologist Game (Gampell & Gaillard, 2016); WeShareIt (Onencan et al., 2016b); Disaster in my Backyard (Meesters & Walle, 2014; Meesters et al., 2014)
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Table 5: Gamified applications for intervention
Objectives Motivations OutcomesLiteratureGamified applications for
interventionIntrinsic
motivationExtrinsic
motivationContinuous (behavioural
change)Dichotomous (win or lose)
Aubert & Lienert, 2019 x x x x xRodela et al., 2019 x x x xKolar & Cater, 2018 x x x xRamadan, 2018 x x x xSolinska-Nowak et al., 2018 x xCowley & Bateman, 2017 x x x xWells et al., 2014 x x x xTotal 7 6 6 6 2Note: Gamified applications identified through the links/information/references given in the reviewed articles
I See Change (ISC, 2019); Forest@Risk (CSS, 2019); Flood-wise (EU, 2012)
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Table 6: Types of intrinsic motivations of gamification
Intrinsic motivation Literature #
Learn/gain awareness (possibility to learn new skills, new knowledge while playing the game)
Aubert & Lienert, 2019; Wemyss et al., 2019; Albertarelli et al., 2018; Aubert et al., 2018; Brunet et al., 2018; Wazny, 2018; Korn & Dix, 2017; Prestopnik et al., 2017; Tinati et al., 2017; Bayas et al., 2016; Tanes Z, 2017; Alcivar & Abad, 2016; Adam et al., 2018; Chou et al., 2018; Parker et al., 2016; Meesters K., 2014; Gheorghe & Vamanu, 2013
17
Participation/contribution (intend to contribute to the project with the sole intention of contributing to the project–pride in contribution)
Aubert & Lienert, 2019; Prandi et al., 2019; Wemyss et al., 2019; Albertarelli et al., 2018; Aubert et al., 2018; Robinson et al., 2018; Wemyss et al., 2018; Madani et al., 2017; Tanes Z, 2017; Tinati et al., 2017; Wahyudin et al., 2017; Bayas et al., 2016; Mani et al., 2016; Alessi et al., 2015; Simoes et al., 2013
15
Leisure/fun (playing a serious game to obtain fun)
Aubert & Lienert, 2019; Prandi et al., 2019; Albertarelli et al., 2018; Aubert et al., 2018; Brunet et al., 2018; Kolar & Cater, 2018; Tinati et al., 2017; Wahyudin et al., 2017; Alcivar & Abad, 2016
9
Exploration (interested in exploring new contents, people, and tools)
Albertarelli et al., 2018; Aubert et al., 2018; Cremers et al., 2015; Wahyudin et al., 2017; Robinson et al., 2018; Prestopnik & Tang, 2015
6
Curiosity (quizzes, puzzles, adventure games)
Adam et al., 2018; Albertarelli et al., 2018; Chou et al., 2018; Tinati et al., 2017; Alcivar & Abad, 2016; Mani et al., 2016
6
Social belonging/responsibility/ interaction/altruism(feeling of serving to the society, sense of social connection/interaction)
Robinson et al., 2018; Madani et al., 2017; Tinati et al., 2017; Cremers et al., 2015; Meesters K., 2014; Simoes et al., 2013
6
Excitement (interest to see new things, and gain adventure like feeling)
Kolar & Cater, 2018; Madani et al., 2017; Prestopnik & Tang, 2015 3
Enjoy/entertainment(gaining a balance feeling of learning and entertainment)
Kolar & Čater, 2018; Greenhill et al., 2016; Parker et al., 2016 3
Personal interest (engage due to personal preferences/choices)
Robinson et al., 2018; Tinati et al., 2017; Wells et al., 2014 3
Spontaneity (engage in a particular task as a habit)
Vanolo, 2018; Prandi et al., 2015; Wells et al., 2014 3
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Table 7: Types of extrinsic motivations of gamification
Extrinsic motivation Literature #
Score (reputation score/resilience score)
Aubert & Lienert, 2019; Prandi et al., 2019; Wemyss et al., 2019; Albertarelli et al., 2018; Aubert et al., 2018; Rehm et al., 2018; Taillandier & Adam, 2018; Wazny, 2018; Beza et al., 2017; Chou et al., 2017; Korn & Dix, 2017; Prestopnik et al, 2017; Tinati et al., 2017; Bayas et al., 2016; Magaña & Muñoz-Organero, 2015; Sanford et al., 2015; Suarez, 2015; Wells et al., 2014; Haferkamp et al., 2011
19
Feedbacks Aubert & Lienert, 2019; Wemyss et al., 2019; Albertarelli et al., 2018; Ampatzidou et al., 2018; Aubert et al., 2018; Kolar & Cater, 2018; Rizzoli et al., 2018; Wazny, 2018; Wemyss et al., 2018; Beza et al., 2017; Korn & Dix, 2017; Rehm et al., 2017; Tinati et al., 2017; Bayas et al., 2016; Alessi et al., 2015; Magaña & Muñoz-Organero, 2015; Lorenzi et al., 2014; Rushkoff, 2013
18
Rewards/tokens Wemyss et al., 2019; Aubert et al., 2018; Albertarelli et al., 2018; Kolar & Cater, 2018; Rehm et al., 2018; Wazny, 2018; Wemyss et al., 2018; Beza et al., 2017; Prandi et al., 2017; Prestopnik et al., 2017; Radianti et al., 2017; Tinati et al., 2017; Devisch et al., 2016; Lorenzi et al., 2014; Wells et al., 2014; Simoes et al., 2013
16
Ranking/rating Aubert & Lienert, 2019; Albertarelli et al., 2018; Ampatzidou et al., 2018; Tinati et al., 2018; Wazny, 2018; Beza et al., 2017; Chou et al., 2017; Prestopnik et al., 2017; Alessi et al., 2015; Magaña & Muñoz-Organero, 2015; Wells et al., 2014; Mallon, 2013
13
Badges Albertarelli et al., 2018; Ampatzidou et al., 2018; Tinati et al., 2018; Beza et al., 2017; Korn & Dix, 2017; Prestopnik et al., 2017; Rehm et al., 2017; Bayas et al., 2016; Yoon & Jin, 2016; Magaña & Muñoz-Organero, 2015; Prestopnik & Tang, 2015; Wells et al., 2014; Lorenzi et al., 2014
13
Goal setting Wemyss et al., 2019; Albertarelli et al., 2018; Chou et al., 2018; Rehm et al., 2018; Rizzoli et al., 2018; Tinati et al., 2018; Wemyss et al., 2018; Ampatzidou et al., 2017; Yoon & Jin, 2016; Sanford et al., 2015; Wells et al., 2014
11
Role playing Albertarelli et al., 2018; Ampatzidou et al., 2018; Aubert et al., 2018; Kolar & Cater, 2018; Wemyss et al., 2018; Beza et al., 2017; Devisch et al., 2016; Yoon & Jin, 2016; Rushkoff, 2013
9
Leader board Albertarelli et al., 2018; Wazny, 2018; Prestopnik et al., 2017; Rehm et al., 2018; Tinati et al., 2017; Bayas et al., 2016; Magaña & Muñoz-Organero, 2015
7
Story-driven, story-telling, story sharing
Aubert & Lienert, 2019; Albertarelli et al., 2018; Ampatzidou et al., 2018; Prestopnik et al., 2017; Devisch et al., 2016; Cremers et al., 2015
6
Rating/satisfaction Albertarelli et al., 2018; Wemyss et al., 2018; Chou et al., 2017; Alessi et al., 2015; Wells et al., 2014
5
Bonus Wemyss et al., 2019; Albertarelli et al., 2018; Wemyss et al., 2018; Prestopnik et al., 2017; Lorenzi et al., 2014
5
Chat/real-time chat Wemyss et al., 2019; Albertarelli et al., 2018; Tinati et al., 2017; Devisch et al., 2016; Bayas et al., 2016
5
Points Albertarelli et al., 2018; Radianti et al., 2017; Tinati et al., 2017; Bayas et al., 2016 4Gift vouchers Wemyss et al., 2019; Albertarelli et al., 2018; Prandi et al., 2017 4
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Nayomi Kankanamge Doctoral Researcher School of Civil Engineering and Built Environment Queensland University of Technology 2 George Street, Brisbane, QLD 4000, Australia Tel: +61.4.3288.2645 E-mail: [email protected] ORCID ID: 0000-0002-4529-7042 Tan Yigitcanlar* Associate Professor School of Civil Engineering and Built Environment Queensland University of Technology 2 George Street, Brisbane, QLD 4000, Australia Tel: +61.7.3138.2418 E-mail: [email protected] ORCID ID: 0000-0001-7262-7118 * Corresponding Author Ashantha Goonetilleke Professor School of Civil Engineering and Built Environment Queensland University of Technology 2 George Street, Brisbane, QLD 4000, Australia Tel: +61.7.3138.1539 E-mail: [email protected] ORCID ID: 0000-0002-8783-1223 Md. Kamruzzaman Associate Professor Faculty of Art, Design & Architecture Monash University 900 Dandenong Road, Caulfield East, VIC 3145, Australia Tel: +61.3.9903.4315 E-mail: [email protected] ORCID ID: 0000-0001-7113-942X
Nayomi Kankanamge is a doctoral researcher at the Queensland University of Technology,
Australia. Her research focuses on investigating the potential use/adoption of innovative technologies
in urban emergency services for a more effective and efficient disaster management practice.
Tan Yigitcanlar is an associate professor of urban studies and planning at the Queensland University
of Technology, Australia. His research aims to address the contemporary urban challenges, focuses on
the following themes: Smart technologies, communities, cities and urbanism; Knowledge-based
development of cities and innovation districts, and; Sustainable and resilient cities, communities and
urban ecosystems.
Ashantha Goonetilleke is a professor in water/environmental engineering at Queensland University
of Technology, Australia with an enduring commitment to make the water environment more
sustainable and contribute to its adaptation to climate change.
Md. Kamruzzaman is an associate professor at the Monash University, Australia. His research
interests include autonomous vehicles, transport disadvantage, travel behaviour, planning and decision
support systems, and geographic information systems application in planning.