Abstract

Abstract. Volcanoes are a very common staple in mainstream video games. Particularly within the action–adventure genres, entire missions (e.g. Monster Hunter: Generation Ultimate, 2018) or even full storylines (e.g. Spyro: The Reignited Trilogy, 2018) can require players to traverse an active volcano. With modern advancements in video game capabilities and graphics, many of these volcanic regions contain a lot of detail. Most video games nowadays have gameplay times in excess of 50 h. The Legend of Zelda: Breath of the Wild (2017), for example, brags a minimum of 60 h to complete. Therefore, players can spend a substantial amount of time immersed within the detailed graphics and unknowingly learn about volcanic traits while playing. If these details are factually accurate to what is observed in real-world volcanic systems, then video games can prove to be a powerful learning tool. However, inaccurate representations could instil a false understanding in thousands of players worldwide. Therefore, it is important to assess the accuracies of volcanology portrayed in mainstream video games and consider whether they can have an educational impact on the general public playing such games or whether these volcanic details are overlooked by players as they focus solely on the entertainment factor provided. We have therefore reviewed several popular commercial video games that contain volcanic aspects and evaluated how realistic said aspects are when compared to real-world examples. It was found that all the games reviewed had a combination of accurate and inaccurate volcanic features and each would vary from game to game. The visual aesthetics of these features are usually very realistic, including lava, ash fall and lahars. However, the inaccuracies or lack of representation of hazards that come with such features, such as ash-related breathing problems or severe burns from contact with molten lava, could have great negative impacts on a player's understanding of these deadly events. With further investigations assessing the direct impact on the general public, there is an opportunity to correctly assess how to incorporate the use of mainstream video games in educational systems and outreach.

Highlights

  • 1.1 Commercial off-the-shelf vs. educational video gamesVideo games can be categorised into different groups, based on playable design, graphic style or genre

  • Commercial off-the-shelf video games contain a wide range of volcanic features, including lava flows, volcanic ash, lava bombs and even lahars, allowing millions around the world to interact with them in an entertaining environment outside of academia that could induce tangential learning

  • The use of COTS games for tangential learning should be done with caution

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Summary

Introduction

1.1 Commercial off-the-shelf vs educational video games. Video games can be categorised into different groups, based on playable design, graphic style or genre. The focus of this investigation will be on mainstream or commercial off-theshelf (COTS) video games as opposed to educational games. Educational games have been intentionally designed to teach the player about particular topics. They are often developed with input from teachers to ensure the information included is factually correct, and they sufficiently cover the topic of interest. While the use of educational games has been heavily researched

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