The Netherlands is exposed to fluvial and pluvial flooding aggravated by the subsidence of the land, which pose significant threats to the population. Flood risks due to climate change are a growing concern, especially in urban and riverine areas. The responsibility for the conse
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The Netherlands is exposed to fluvial and pluvial flooding aggravated by the subsidence of the land, which pose significant threats to the population. Flood risks due to climate change are a growing concern, especially in urban and riverine areas. The responsibility for the consequences of extreme weather events lies unidirectionally on the shoulders of the state, which can no longer guarantee the safety of its inhabitants. This thesis explores the use of serious games as a tool to enhance municipal flood risk communication and community adaptability in order to achieve a shared responsibility.
The research is carried out using the "WhereWeMove" serious game case study, developed to simulate flood scenarios and the homeowner’s decision-making process involved in flood risk management. The thesis seeks to answer the following research questions: How can municipalities use gaming, such as "WhereWeMove," to communicate with residents about the flood risks and related house adaptive measures? What are the implications of using such a gaming approach for the municipality? How can municipalities better involve citizens in co- creating flood risk management strategies through gaming?
To meet the research objective, a theoretical framework was used as a reference to identify key influential categories for the adoption of innovations by government organizations. The reference framework outlines five categories, with a focus on the organizational, individual, and innovation categories. The environmental category was primarily used as criteria for selecting the area of interest for this study, while the inter-organizational category was narrowed down to communication and co-creation practices, aligning with the focus of the WhereWeMove game.
To explore the way and extent in which the WhereWeMove game could be used as a communication tool, this thesis addresses the research questions through a dual qualitative analysis. The first step aimed to identify the extent to which co-creation is facilitated, based on results from a preliminary WhereWeMove session with students, conducted prior to playing the game with residents. The second step involved conducting interviews with municipal staff involved in planning adaptation strategies, to explore the perceived drivers and barriers to adopting the WhereWeMove game in their current practices.
In conclusion, the thesis demonstrates the potential of serious games as a transformative tool in municipal flood risk communication. By using the model resulting from the practice and theory, organizations can identify the key influential factors and transform barriers into drivers in order to use serious games within their institutions. Engaging citizens through interactive debriefing and collaborative gaming experiences allows co-creation with municipalities, enabling them to work together to test and refine policies, ultimately fostering a culture of preparedness and shared responsibility.