Why did you choose to focus on flood resilience in rail transport?
“In part, the choice was inspired by, and builds upon but also goes beyond, our ongoing research around the gaming of flooding crisis response over wider areas. Our Project Tempest flooding exercise, for instance, was originally co-created in 2021, at a time when Glasgow was hosting the UN COP26 Conference. While showcasing some of this work to delegates in the COP26 Green Zone, we found there were recurring conversations or feedback about how heavy rain and flooding had disrupted rail travel to the Conference. It was something which we continued to reflect on, incorporated both into Tempest itself as a standlone element and into our application to the DARe Flex Fund scheme years later.”
Why did you decide to use gamification as a key methodology?
“The decision to use gamification was shaped by our experiences as a Lab of studying and using such methods with favourable evaluation of potential benefits, across contexts from education to our work with varied external organisations in public, private and non-profit sectors. Our particular gamification for this project is in a form that combines elements from such methods as Serious Games and gamified discussion exercises.”
What role can gamification play in addressing rail flood risk resilience?
“There are different potential roles. One, for example, is in providing methods which have increased interactivity and the ability to encourage greater user engagement with the processes involved. Another is enabling potential added insights while exploring imagined futures, risks and resilience. A third role is in using gamified methods to help inform reflection on the ways in which different perspectives may shape resilience decision-making.”