基于位置的游戏记住庇护所的位置,容量和功能

Hiroyuki Mitsuhara, Naoki Miyoshi, M. Shishibori
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引用次数: 1

摘要

当灾难来袭时,我们疏散到避难所。如果我们不记得避难所的位置,我们就会放弃撤离,或者漫无目的地向一个未知的避难所走去;在最坏的情况下,我们可能在撤离前或撤离过程中丧生。居民不仅要记住当地社区的庇护所位置,还要记住庇护所的容量和特征。在许多情况下,每个居民都疏散到最近的避难所。如果许多居民涌入最近但容量较小的避难所,一些人将无法进入,不得不前往另一个避难所。这一耗时的情况必须得到解决,以帮助居民顺利撤离。此外,有特殊需要的居民如果不熟悉收容所的特点,可能会被安置在不合适的收容所。我们相信,通过提前参观和观察避难所,居民不仅可以回忆起避难所的位置和容量,还可以回忆起避难所的特征。然而,很难保持访问避难所的动力,特别是当避难所位于偏远地区时。因此,我们创造了一款基于地理位置的游戏原型(一款手机应用),它使用了类似于《pokemon GO》的地理围栏框架,并鼓励玩家(居民)通过游戏元素访问庇护所。在这款游戏中,玩家访问一个避难所可以获得与避难所容量相等的点数,访问一个关于灾难管理的信息点,通过从他们获得的点数中支付所需点数来收集一个数字角色。角色收集可以鼓励玩家访问许多避难所,这可以让他们记住许多避难所的位置、容量和功能。我们进行了一个初步的比较实验,在这个实验中,参与者被要求通过玩游戏或盯着危险地图来记住避难所的位置和容量。实验结果表明,我们的游戏原型能够有效地帮助参与者记住庇护所的位置和容量。
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Location-Based Game for Remembering Shelter Locations, Capacities and Features
When a disaster strikes, we evacuate to a shelter. We abandon evacuation or wander aimlessly toward an unknown shelter if we do not remember shelter locations; in the worst-case scenario, we may lose lives before or during evacuation. Residents should remember not only shelter locations in their local community but also shelter capacities and features. In many cases, every resident evacuates to the nearest shelter. If many residents rush into the nearest but small-capacity shelter, some will be unable to enter and will have to go to another shelter. This time-consuming situation must be resolved to help residents evacuate successfully. Furthermore, residents with special needs may end up in an inappropriate shelter if they are unfamiliar with the features of the shelter. We believe that by visiting and observing shelters in advance, residents will be able to recall not only shelter locations and capacities but also shelter features. However, it is difficult to maintain motivation to visit shelters, especially when the shelters are located in remote areas. As a result, we created a prototyped location-based game (a mobile application) that used a geofencing framework similar to Pokémon GO and encouraged players (residents) to visit shelters through a game element. In this game, players visit a shelter to earn a point equal to the shelter's capacity and visit an informative spot about disaster management to collect a digital character by paying a required point from their earned points. The character collection can encourage players to visit numerous shelters, which can lead to remembering numerous shelter locations, capacities and features. We conducted a preliminary comparative experiment, in which the participants were given the task to remember shelter locations and capacities by playing a game or staring at a hazard map. The results of the experiment indicated that our game prototype was effective in helping the participants remember shelter locations and capacities.
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