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Storm  Warnings!  

A  Serious  Game  to  Build  Communities’  Hurricane  Preparedness  

By  

Maureen  Hannan  

EDIT  772:  Dr.  Karen  Cooper  

December  13,  2017  

   
Maureen  Hannan   2  
EDIT  772:  Dr.  Karen  Cooper  
 
Summary  

As  destructive  hurricanes  grow  in  frequency  and  intensity,  the  notion  of  “resilient  communities”  

takes  on  increasing  importance  (National  Resources  Defense  Council,  2017).  One  prong  of  community  

resiliency  is  disaster  preparedness—which  depends  upon  individuals’  voluntary  commitment  (Nirupama  

&  Maula,  2013).  Yet,  as  serious-­‐game  designer  Jenny  Gottstein  (2014)  points  out  in  a  Centers  for  Disease  

Control  (CDC)  blog  article,  “The  act  of  ‘getting  prepared’  can  be  isolating  and  boring.  Would  I  rather  go  

to  the  hardware  store  and  pick  out  flashlights  for  a  crisis  that  is  too  scary  to  think  about,  or  spend  time  

with  my  family  and  friends?  The  latter,  obviously.”  Games,  she  concludes,  “can  turn  something  that  is  

paralyzing,  into  something  that  is  accessible.  We  can  design  games  that  are  entertaining  and  thought-­‐

provoking,  without  trivializing  the  disaster  experience.”  

In  the  hybrid  analog-­‐digital  game  Storm  Warnings!,  players  compete,  within  a  socially  

negotiated  card  game  of  decision-­‐making,  to  choose  actions  that  align  with  weather  forecasts,  timing,  

and  best  practices.  The  first  player  to  complete  the  third-­‐tier  level,  Community  Leader,  wins  the  game.      

Introduction  to  Game    


Need  for  the  Game    

According  to  the  National  Oceanic  and  Atmospheric  Administration  (NOAA)  data  (2016),  

warming  oceans  make  hurricanes  more  volatile  and  intense—while  also  lengthening  the  duration  of  

hurricane  season.  There  is  simply  no  substitute  for  careful  storm  preparation,  yet  few  citizens  have  the  

knowledge  and  supplies  they  need  to  stay  safe,  hydrated,  warm,  healthy,  and  fed  for  the  critical  few  

days  following  a  devastating  storm.  More  and  more  first-­‐responder  agencies  and  local  officials  are  

assuming  leadership  roles  in  the  effort  to  make  their  communities  more  resilient  and  less  dependent  on  

top-­‐down  government  assistance  (FEMA,  2017).  Games  can  be  an  important  part  of  the  toolbox  

community  leaders  use  to  cultivate  ordinary  citizens’  preparedness  skills.      


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Rationale  

According  to  a  2017  (post-­‐hurricane-­‐season)  report  by  the  Pew  Charitable  Trusts,  community  

resilience  depends  on  educating  members  of  the  general  public  on  proven  risk  mitigation  measures  

(Lightbody  &  Tompkins).    Most  people  do  not  want  to  spend  mild,  sunny  days  thinking  about  storms  that  

might  wreck  the  power  grid,  flood  their  homes,  and  endanger  their  lives.  Similarly,  it  is  unlikely  that  the  

average  citizen  would  spontaneously  seek  out  an  educational  game  on  disaster  preparedness.  While  

citizens  may  not  go  looking  for  such  games,  they  may  be  more  likely  to  attend  local  training  workshops  if  

they  have  an  expectation  of  a  fun,  social  time.  

The  rationale  for  a  serious  game  on  hurricane  preparedness  is  that  accessible  games  may  make  

it  easier  for  local  government  and  community  leaders  to  engage  citizens  in  workshops  on  serious  or  

difficult  topics  (Wonica,  2015).  Through  a  simple  game  that  resembles  familiar  party  games,  instruction  

on  effective  preparation  can  be  embedded  into  a  fun,  social,  low-­‐stakes,  high-­‐motivation  environment.  

Object  and  Impact  

The  object  of  the  game,  pedagogically,  is  to  acquire  ready-­‐to-­‐apply  knowledge  of  storm  and  

flood  preparedness  essentials.  The  object  of  the  game,  internally,  is  to  be  the  first  player  to  complete  all  

three  “prep-­‐power”  levels—Survivor,  Uniter,  and  Leader.  A  new  level  is  unlocked  when  a  player  racks  up  

five  “trophy  cards”  from  winning  rounds.  The  object  of  a  single  round  is  to  play  the  “Take  Action!”  card  

from  one’s  hand  that  most  closely  aligns  with  the  judge’s  determination  of  next  steps,  given  frame,  

forecast,  timing,  and  relevant  information.  Winning  a  round  earns  that  round’s  “Storm  Tracks”  card  as  a  

trophy.    

Players  would  come  away  from  the  game  with  a  solid  foundation  in  planning  and  prioritizing  for  

hurricane  season.  The  hope  is  that  a  high  level  of  player  engagement  would  open  the  door  for  
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community  leaders  and  local  first-­‐responder  agencies  to  program  more  advanced  game  events,  growing  

self-­‐reliance  and  leadership  through  scenario-­‐based  simulations.  

Learning  Goal  

The  main  learning  goal  is  to  make  sound,  appropriate  storm/flood  preparation  decisions  

(grounded  in  FEMA-­‐supported  best  practices  for  preparedness),  given  a  wide  spectrum  of  scenarios.      

Learning  Objectives  

•   To  use  widely  adopted  (e.g.,  FEMA,  CDC,  American  Red  Cross)  materials  to  assess  individual  and  

family  levels  of  preparedness.  

•   To  identify  the  strengths  and  weaknesses  of  different  disaster  response  plans/actions,  including  

evacuation,  family  rendezvous,  and  shelter-­‐in-­‐place  plans.  

•   To  identify  and  prioritize  appropriate  emergency  supplies,  equipment,  and  training.  

Game  Genre  

Storm  Warnings!  belongs  to  the  serious-­‐game  genre  of  disaster  preparedness—a  genre  that  

often  targets  military  and  first-­‐responder  personnel.  Disaster-­‐prepping  games  have  much  in  common  

with  the  public  health  genre  (e.g.,  Pandemic)—in  that  individual  survival  goals  are  balanced  by  a  helping-­‐

others  mission  and  set  against  a  backdrop  of  massive  social  upheaval.    

Setting  

Storm  Warnings!  is  designed  to  be  played  by  teens  and  adults  in  a  local  community  setting—for  

example,  a  public  safety  center,  a  community  rec  center,  a  high  school  classroom,  or  a  church  or  civic  

group  hall.  A  facilitator  trained  in  disaster  preparedness  would  circulate  the  room,  answering  questions  

about  preparedness  as  they  arise  and  acting  as  “courts  of  appeal”  for  challenges  to  judges’  decisions.    
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Winning/Completion  

The  first  player  to  rise  past  the  Survivor  and  Uniter  levels,  to  complete  the  level  of  Community  

Leader,  wins  the  game.  Leveling  up  is  accomplished  by  winning  five  trophy  cards.    

Gameplay/Engagement  

In  Storm  Warnings!,  a  group  of  five  to  eight  players  engage  in  a  decision-­‐making  game.  Play  is  

guided  by  a  card-­‐based  “board”  game,  while  scenarios  are  enriched  by  mobile-­‐device-­‐supported  (QR-­‐

code-­‐accessed)  scaffolding:  information,  statistics,  examples,  and/or  supporting  data.  Game  mechanics  

are  designed  to  present  changing  scenarios  that  reflect  the  variable  relationships  between  the  following:    

•   Household  needs  and  any  special  considerations.  

•   Nature  and  details  of  regional  weather  forecasts.  

•   The  time  remaining  to  the  forecasted  weather  event.  

•   Numerous  available  courses  of  action.    

How  to  Play    

1.   A  facilitator  selects  a  persona  for  the  group  and  reads  the  group  a  three-­‐minute  overview,  

during  which  players  are  encouraged  to  ask  questions  and  take  notes.    

2.   A  table  is  set  up  for  game  play.  Players  will  each  select  seven  cards  from  the  200-­‐card  Action  

deck,  which  is  divided  up  into  categories  such  as  “Prepare,”  “Plan,”  “Relax,”  and  “Monitor.”  The  

judge  for  each  round  will  select  from  the  two  scenario-­‐building  card  decks—a  “Storm  Tracks”  

forecast  deck  and  a  time-­‐to-­‐event  deck.  At  each  player’s  seat  is  a  notepad  and  pencil.  The  table  

includes  two  timers—one  three-­‐minute  and  one  15-­‐second.  


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Examples  of  timeframe  and  forecast  cards.  (Note  that  forecast  card  would  include  a  QR  code,  through  
which  all  players  could  examine  risk  mitigation  measures  associated  with  this  rain/flooding  forecast.)  
 

           

Examples  of  action  cards  

3.   The  judge  role  moves  clockwise  around  the  table,  changing  in  each  round.  The  judge  begins  the  

round  by  laying  the  selected  forecast  and  timing  cards  face  up  and  scanning  the  QR  code  of  the  

forecast  card  with  a  smartphone  to  bring  up  supporting  info.    

4.   Each  player  selects  what  they  believe  is  the  best  (highest-­‐priority,  next-­‐step  response)  card  from  

their  hand  and  hands  it,  face-­‐down,  to  the  judge.  Once  the  judge  has  collected  all  cards,  he  or  

she  turns  each  over,  reading  the  actions  aloud  to  the  group.  A  three-­‐minute  timer  is  set  while  

the  judge  consults  the  smartphone  information.  During  this  time,  players  can  search  the  same  

info  and  also  take  notes,  preparing  to  defend  their  choice.    

5.   Once  the  time  elapses,  the  judge  opens  the  floor.  Each  player  is  allowed  to  make  one  statement  

(for  a  maximum  of  15  seconds  per  level  achieved)  to  argue  for  the  superiority  of  their  action.    

6.   The  judge  selects  a  winner  for  the  round  and  explains  his  or  her  reasoning.  To  award  the  trophy  

card,  the  judge  must  provide  feedback  based  on  both  the  supporting  information  and  the  
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situational  frame.  (For  example,  “Remember,  Marisol  has  a  young  child  who  is  a  type-­‐1  diabetic,  

so  ensuring  refrigeration  for  insulin  storage  would  be  a  top-­‐tier  priority  for  her.”)  

7.   Any  player  may  challenge  the  judge’s  decision.  If  a  decision  is  challenged,  the  facilitator  is  called  

to  the  table,  and  the  challenging  player  must  explain  to  the  judge,  using  both  the  frame  and  the  

supporting  info,  why  their  action  should  take  a  higher  priority  than  the  one  selected.  

8.   If  a  facilitator  overrules  a  judge’s  call,  two  things  happen.  1)  The  trophy  card  goes  to  the  

challenger,  and  2)  the  judge  receives  a  penalty  chip.  Three  penalty  chips  means  the  judge  has  to  

surrender  one  of  their  own  trophy  cards  (or  surrender  one  immediately  once  it  is  earned).      

9.   The  round  is  complete.  Players  draw  another  card  from  the  action  deck.  The  judge  role  shifts.  

10.  Once  a  player  earns  five  trophy  cards,  they  are  allowed  to  advance  to  the  next  “prep-­‐power”  

level.  Levels  carry  power-­‐up  benefits,  fueling  players’  motivation  to  earn  each  and  every  card  so  

as  to  expand  choice  and  control  over  the  game.  

a.   Argumentation  time  is  extended  by  15  seconds  for  each  new  level  acquired.    

b.   One  “redeem  penalty  chip”  token  is  awarded  with  each  new  power-­‐prep  level,  to  allow  

for  some  buffer  from  the  game-­‐play  impact  of  challenge  penalties.    

c.   Level  2  Uniters  earn  the  ability  to  write  in  their  own  proposed  actions  on  blank  cards  

drawn.    This  privilege  continues  into  the  Level  3  Community  Leader  tier.  

d.   Level  3  Community  Leader  players  get  to  maintain  a  hand  of  10  cards  instead  of  seven.    

11.  The  game  concludes  once  a  player  has  earned  a  total  of  15  cards,  thus  completing  Level  3.    

Pedagogy/Learning  

Storm  Warnings!  is  a  socially  negotiated  constructivist  game  that  uses  bite-­‐sized  “cases”  to  transfer  

a  domain  of  facts,  principles,  and  priorities  (disaster  preparedness)  using  a  problem-­‐based  learning  (PBL)  

approach.  The  pedagogical  design  was  inspired  by  a  Red  Cross  Climate  Centre  typhoon-­‐preparedness  
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game  called  Before  the  Storm,  also  built  using  the  Apples  to  Apples  framework.  However,  that  game  was  

designed  to  elicit  fairly  black-­‐and-­‐white  answers  within  a  developing-­‐nations  context.  It  also  does  not  

include  a  framing  scenario,  an  embedded  feedback  system,  or  a  system  of  levels  to  motivate  players  and  

afford  degrees  of  control  over  the  game  (Wonica,  2015).    

•   Constructivist:  Constructivist  approaches  root  information  in  an  epistemology  of  individuals’  

constructing  knowledge  by  making  sense  of  experience.  When  cases  and  scenarios  are  used  as  a  

low-­‐stakes  substitute  for  experience,  the  focus  is  on  personalizing  the  information  so  that  it  is  

meaningful  within  the  life  context  of  the  learner  (Merriam  &  Bierema,  2014,  p.  36).  Storm  

Warnings!  applies  a  constructivist  pedagogy,  influenced  by  Bruner’s  (1961)  focus  on  the  social  

negotiation  of  knowledge:  Participants  test  their  constructions  against  one  another—debating  

their  merits—while  gaining  new  understandings  of  constraints  and  resources  from  one  another.  

•   Problem-­‐based  Learning:  PBL  requires  learners  to  gather  and  apply  information  in  the  process  

of  solving  authentic  problems.  PBL  presents  a  problem  grounded  in  a  scenario,  along  with  a  

bank  of  relevant  data  to  use  in  defining  and  solving  the  problem  (Jonassen,  p.  157).  PBL  reverses  

the  traditional  lecture-­‐then-­‐test  pedagogy,  putting  learners  in  charge  of  accessing  information  

only  as  they  discover  the  need  for  it.  Research  points  to  improved  retention  of  information,  

superior  transfer  of  problem-­‐solving  skills,  and  greater  likelihood  of  self-­‐regulation  and  

continued  learning  within  the  discipline  (Jonassen,  p.  158).  

In  this  game,  winning  a  round  (and  thus  a  trophy-­‐card  point)  depends  on  both  the  judge’s  

interpretation  of  supporting,  scenario-­‐embedded  information  and  the  ability  of  each  player  to  defend  

the  validity  of  their  own  proposed  action.  While  it  is  possible  to  offer  an  invalid  response  (e.g.,  ordering  

a  case  of  jerky  from  Amazon  hours  before  the  storm  hits),  no  forecast  scenario  has  just  one  appropriate  

“next  action”  response.  


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Technical/Interface  

The  guiding  framework  of  this  game  is  analog,  derived  from  the  popular  card-­‐based,  social-­‐negotiation  

games  Apples  to  Apples  and  Cards  Against  Humanity.  The  on-­‐site  facilitator  presents  the  group  of  game  

participants  with  a  framing  story  of  an  individual  head-­‐of-­‐household  character.  (Available  frames  include  

young  families,  families  with  teens  and  college-­‐age  children,  seniors,  people  with  physical  disabilities  or  

chronic  illnesses,  pregnant  or  nursing  women,  etc.)  Random  card  selection  determines  both  the  

scenarios  (forecast  plus  time-­‐to-­‐event)  and  the  choices  of  action  available  to  each  player.  Take  Action!  

cards  address  a  full  spectrum  of  preparation  activities,  from  attending  a  fitness  class,  to  determining  

family  meetup  locations,  to  assembling  gear  to  store  in  one’s  car.  Supplementing  the  analog  game  are  

mobile-­‐accessible  information  players  can  read  when  they  scan  the  QR  code  on  a  forecast  card.  (Each  

community  can  adapt  supporting  information  to  their  geography,  agencies/personnel,  and  resources.)    

Assessment  Details  

Players  will  be  assessed  on  their  appropriate  application  of  guidelines  to  the  particular  forecast  and  

timing  situations.  It  is  done  in  three  ways:  

•   The  judge’s  assessment  of  players’  responses  to  the  storm  situation  for  that  round.    

•   The  judge’s  assessment  of  players’  supporting  arguments  for  their  responses.  

•   A  trained  facilitator’s  assessment  of  the  soundness  of  a  response  (if  a  player  challenges  the  

judge’s  decision  for  that  round).    

Duration  /  Game  Completion  

The  game  is  designed  to  take  two  to  three  hours  to  play.  It  is  complete  once  a  player  amasses  15  trophy  

cards  (earning  the  status  of  Community  Leader).    


Maureen  Hannan   10  
EDIT  772:  Dr.  Karen  Cooper  
 
References  

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FEMA  (2017).  Training  announcement:  Building  a  roadmap  to  resilience:  A  whole  community  training.  

Retrieved  from  https://www.fema.gov/media-­‐library-­‐data/1510697417837-­‐

8ffaf784cc5e6561d00af9eb28ba2f12/FEMA_2018_E426_Training_Announcement_Final_508_(2).p

df  

Gottstein,  J.  (2015).  On  the  track:  How  games  can  make  us  disaster-­‐ready.  [Blog  post.]  Centers  for  

Disease  Control  and  Prevention  Public  Health.  Retrieved  from  

https://blogs.cdc.gov/publichealthmatters/2015/02/how-­‐games-­‐can-­‐help-­‐us-­‐prepare-­‐for-­‐disasters  

 Jonassen,  D.H.  (2011).  Learning  to  Solve  Problems.  New  York:  Routledge.  

Lightbody,  L.  &  Tompkins,  F.  (2017).  Experts  discuss  disaster  preparedness  after  a  catastrophic  hurricane  

season.  Pew  Charitable  Trusts.  Retrieved  from  http://www.pewtrusts.org/en/research-­‐and-­‐

analysis/blogs/compass-­‐points/2017/11/21/experts-­‐discuss-­‐disaster-­‐preparedness-­‐after-­‐a-­‐catastrophic-­‐

hurricane-­‐season  

Merriam,  S.B.  &  Bierema,  L.L.  (2014).  Adult  Learning:  Linking  Theory  and  Practice.  San  Francisco:  Jossey-­‐

Bass.  

National  Resources  Defense  Council  (2017).  Post-­‐hurricane  priorities  for  improving  preparedness  and  

resiliency.  [Online  article.]  Retrieved  from  https://www.nrdc.org/resources/post-­‐hurricane-­‐

priorities-­‐improving-­‐preparedness-­‐resiliency  

Nirupama,  N.  &  Maula,  A.  (2013).  Engaging  public  for  building  resilient  communities  to  reduce  disaster  

impact.  Natural  Hazards,  66(1),  51-­‐59.  

Red  Cross  Climate  Centre.  Before  the  Storm  Game  Instructions.  Retrieved  from  

http://www.climatecentre.org/games/3/before-­‐the-­‐storm  
Maureen  Hannan   11  
EDIT  772:  Dr.  Karen  Cooper  
 
Wonica,  P.  (2015).  Learning  to  evaluate  analog  games  for  education.  Analog  Game  Studies,  4(5).  

Retrieved  from  http://analoggamestudies.org/2015/05/evaluating-­‐educational-­‐goals-­‐in-­‐party-­‐

games  

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