<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE article PUBLIC "-//NLM//DTD Journal Publishing with OASIS Tables v3.0 20080202//EN" "journalpub-oasis3.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:oasis="http://docs.oasis-open.org/ns/oasis-exchange/table" xml:lang="en" dtd-version="3.0"><?xmltex \makeatother\@nolinetrue\makeatletter?>
  <front>
    <journal-meta><journal-id journal-id-type="publisher">NHESS</journal-id><journal-title-group>
    <journal-title>Natural Hazards and Earth System Sciences</journal-title>
    <abbrev-journal-title abbrev-type="publisher">NHESS</abbrev-journal-title><abbrev-journal-title abbrev-type="nlm-ta">Nat. Hazards Earth Syst. Sci.</abbrev-journal-title>
  </journal-title-group><issn pub-type="epub">1684-9981</issn><publisher>
    <publisher-name>Copernicus Publications</publisher-name>
    <publisher-loc>Göttingen, Germany</publisher-loc>
  </publisher></journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.5194/nhess-19-507-2019</article-id><title-group><article-title>ANYCaRE: a role-playing game to investigate <?xmltex \hack{\break}?> crisis decision-making and communication <?xmltex \hack{\break}?> challenges in weather-related hazards</article-title><alt-title>ANYCaRE: a role-playing game to investigate crisis decision-making</alt-title>
      </title-group><?xmltex \runningtitle{ANYCaRE: a role-playing game to investigate crisis decision-making}?><?xmltex \runningauthor{G.~Terti et al.}?>
      <contrib-group>
        <contrib contrib-type="author" corresp="yes" rid="aff1">
          <name><surname>Terti</surname><given-names>Galateia</given-names></name>
          <email>galateia.terti@univ-grenoble-alpes.fr</email>
        </contrib>
        <contrib contrib-type="author" corresp="no" rid="aff1">
          <name><surname>Ruin</surname><given-names>Isabelle</given-names></name>
          
        </contrib>
        <contrib contrib-type="author" corresp="no" rid="aff2">
          <name><surname>Kalas</surname><given-names>Milan</given-names></name>
          
        </contrib>
        <contrib contrib-type="author" corresp="no" rid="aff3">
          <name><surname>Láng</surname><given-names>Ilona</given-names></name>
          
        <ext-link>https://orcid.org/0000-0003-0679-799X</ext-link></contrib>
        <contrib contrib-type="author" corresp="no" rid="aff4">
          <name><surname>Cangròs i Alonso</surname><given-names>Arnau</given-names></name>
          
        </contrib>
        <contrib contrib-type="author" corresp="no" rid="aff2">
          <name><surname>Sabbatini</surname><given-names>Tommaso</given-names></name>
          
        </contrib>
        <contrib contrib-type="author" corresp="no" rid="aff2">
          <name><surname>Lorini</surname><given-names>Valerio</given-names></name>
          
        </contrib>
        <aff id="aff1"><label>1</label><institution>Univ. Grenoble Alpes, CNRS, IRD, Grenoble INP, IGE, 38000 Grenoble, France</institution>
        </aff>
        <aff id="aff2"><label>2</label><institution>KAJO, s. r. o., Sladkovicova, Slovakia</institution>
        </aff>
        <aff id="aff3"><label>3</label><institution>Finnish Meteorological Institute, P.O. Box 503, 00101 Helsinki, Finland</institution>
        </aff>
        <aff id="aff4"><label>4</label><institution>Catalan Water Agency, ACA, 08036 Barcelona, Catalonia, Spain</institution>
        </aff>
      </contrib-group>
      <author-notes><corresp id="corr1">Galateia Terti (galateia.terti@univ-grenoble-alpes.fr)</corresp></author-notes><pub-date><day>13</day><month>March</month><year>2019</year></pub-date>
      
      <volume>19</volume>
      <issue>3</issue>
      <fpage>507</fpage><lpage>533</lpage>
      <history>
        <date date-type="received"><day>14</day><month>August</month><year>2018</year></date>
           <date date-type="rev-request"><day>30</day><month>August</month><year>2018</year></date>
           <date date-type="rev-recd"><day>28</day><month>February</month><year>2019</year></date>
           <date date-type="accepted"><day>1</day><month>March</month><year>2019</year></date>
      </history>
      <permissions>
        <copyright-statement>Copyright: © 2019 </copyright-statement>
        <copyright-year>2019</copyright-year>
      <license license-type="open-access"><license-p>This work is licensed under the Creative Commons Attribution 4.0 International License. To view a copy of this licence, visit <ext-link ext-link-type="uri" xlink:href="https://creativecommons.org/licenses/by/4.0/">https://creativecommons.org/licenses/by/4.0/</ext-link></license-p></license></permissions><self-uri xlink:href="https://nhess.copernicus.org/articles/.html">This article is available from https://nhess.copernicus.org/articles/.html</self-uri><self-uri xlink:href="https://nhess.copernicus.org/articles/.pdf">The full text article is available as a PDF file from https://nhess.copernicus.org/articles/.pdf</self-uri>
      <abstract><title>Abstract</title>
    <p id="d1e159">This study proposes a role-playing experiment to explore the value of modern
impact-based weather forecasts on the decision-making process to (i) issue
warnings and manage the official emergency response under uncertainty and
(ii) communicate and trigger protective action at different levels of the
warning system across Europe. Here, flood or strong-wind game simulations
seek to represent the players' realistic uncertainties and dilemmas
embedded in the real-time forecasting-warning processes. The game was first
tested in two scientific workshops in Finland and France, where European
researchers, developers, forecasters and civil protection representatives
played the simulations. Two other game sessions were organized afterwards
(i) with undergraduate university students in France and (ii) with Finnish
stakeholders involved in the management of hazardous weather emergencies.
First results indicate that multi-model developments and crowdsourcing tools
increase the level of confidence in the decision-making under pressure. We
found that the role-playing approach facilitates interdisciplinary
cooperation and argumentation on emergency response in a fun and interactive
manner. The ANYCaRE experiment was proposed, therefore, as a valuable learning
tool to enhance participants' understanding of the complexities and
challenges met by various actors in weather-related emergency management.</p>
  </abstract>
    </article-meta>
  </front>
<body>
      

      <?xmltex \hack{\newpage}?>
<sec id="Ch1.S1" sec-type="intro">
  <title>Introduction</title>
      <p id="d1e171">Extreme weather and climate events challenge weather forecasting and
emergency response operations and are often related to high social,
environmental and economic impacts worldwide (WMO, 2015). In
Europe, recent examples of devastating weather events include the
2003 European heatwave from which France suffered the worst losses with almost
15 000 deaths from 1 to 20 August  (Hémon and
Jougla, 2004), the 15–16 June 2010 flash-flood event in the Var Department
in France that caused the loss of 26 people (Poussin et
al., 2015; Ruin et al., 2014), and the catastrophic fires in the forests of
central Portugal that killed 64 people and destroyed more than 480 houses on
17 June 2017 (Mayer et al., 2017).</p>
      <p id="d1e174">It is apparent that modern technological improvements including increases in
accuracy and lead time of the hydro-meteorological forecasts alone do not
guarantee reduction of fatalities and economic disruption (Petrucci et al., 2018;
Terti et al., 2017). Effective disaster risk management relies not only on
the accuracy and precision of official hazard predictions and related
warnings issued by forecasters but also on how those are communicated to and
interpreted by end users to support informed decision-making on allocating
human and material resources before and during the crisis
(Kox et al., 2018). When a severe-weather phenomenon
such as a big storm threatens an area with flooding within a European country,
forecasters in governmental forecasting offices<?pagebreak page508?> use raw meteorological data
and model outputs to run hydrological models and inform emergency services
and other user groups such as road maintenance services for the imminent
risk to life and property in the area of their responsibility. This
information may be in the format of text messages or visual warnings and are
transmitted to emergency managers in the control centres and are further
disseminated to other public authorities (e.g. local fire stations) or
voluntary organizations to prepare for action. Before deciding on any
emergency action, emergency managers examine the forecast information and
deal with uncertainties seeking the most concrete indications for both the
weather event and its potential impacts. In the words of the World
Meteorological Organization (WMO), the emergency management decisions need
to be supported by the knowledge, not only of “what a hazard will be” but
also of “what a hazard will do” (WMO, 2015). In addition, the
Sendai Framework for Disaster Risk Reduction (2015–2030) calls for an
approach that is multi-hazard (i.e. takes into account the interaction of
natural and man-made hazards), people-centred (i.e. takes into account the
needs and rights of the affected persons) and preventive (i.e. aims to
completely avoid the potential adverse impacts of a disaster through
action taken in advance) (Müller et al., 2017).</p>
      <p id="d1e177">In this direction, recent decision-support tools promote the elaboration of
multi-hazard impact-based or risk-based forecasts that translate
meteorological and hydrological hazards and related cascading effects into
sector- and location-specific impact estimations to improve
responses and the public understanding and coping capacity to those risks
(Luther et al., 2017). It is hypothesized that
impact-based information systems integrating social vulnerability and
behavioural processes in the forecast-warning system will help emergency
services to better capture and respond to life-threatening situations and
catastrophic scenes emerging from the conjunction of the hazard and social
vulnerabilities that evolve in space and time (Creutin
et al., 2013; Ruin et al., 2008; Terti et al., 2015, 2019).</p>
      <p id="d1e180">To take a first step towards exploring this hypothesis, we propose a new
role-playing experiment that engages participants in the decision-making
process at different levels of the weather-related emergency system (from
hazard detection to citizen response). The focus of the experiment is a
tabletop or pen-and-paper role-playing game (PnP) for adults in which
participants act out their role through speech while sitting in a comfortable
setting (Cover, 2005). The PnP game is structured in progressive
simulations in which improved multi-model outputs, including information on
(i) impact assessments and maps and (ii) live data on exposure and
vulnerability derived from social media and crowdsourcing (called
“impact-based vulnerability information” hereafter), are presented as new
decision-support tools for the players representing an emergency group. The
simulations are built based on the hypotheses that dynamic real-time impact
information (e.g. potentially affected population and critical
infrastructure, economic damage) can support emergency services to
<list list-type="custom"><list-item><label>i.</label>
      <p id="d1e185">spatially and temporally locate critical spots for intervention
and, therefore, better allocate available resources to protect lives and livelihoods;</p></list-item><list-item><label>ii.</label>
      <p id="d1e189">communicate more targeted warnings and emergency guidance messages to help
the public understanding of how certain hazards may affect their lives,
livelihoods and properties, leading to appropriate self-preparedness and
self-protective actions.</p></list-item></list>
An important advantage of the simulation approach is its dynamic nature that
allows participants to experiment with real-time decisions and experience
potential changes in the outcome over time (Pasin and
Giroux, 2011). By first providing the players with hazard-forecast
information alone and then adding impact-based forecasts at each round of
the game, it allows them to progressively integrate the use of impact-based
model outputs and reflect on the usefulness of such information in
supporting the collective emergency decision-making process. This “learning
by doing” process – a fundamental principle in experiential learning theory
(Kolb, 1984) – has the privilege of taking place in an informal setting without real consequences.</p>
      <p id="d1e194">Role-playing games (RPGs) are virtual simulations of real-world events
especially designed to educate, inform and train players for the purpose
of solving a specific problem (Bowman, 2010; Drachen et al.,
2009; Susi et al., 2007). In this study, ANYWHERE (<uri>http://anywhere-h2020.eu</uri>, last access: 11 March 2019)
Crisis and Risk Experiment (ANYCaRE) is developed with the aim of providing a
wide range of audiences with the opportunity to enhance their understanding
of the recent uncertainties and dilemmas embedded in the real-time warning
and emergency response processes. Through realistic what-if scenarios,
the players of the ANYCaRE game are invited to assess different information
describing an imminent risk situation and to decide collectively what
protective actions, if any, are needed. Given the scarcity of chances to
actually experience demands for decision-making on weather emergencies,
playing the simulation-based game is a simple but essential way for
participants to nourish their recognition of the emergency management
difficulties and beneficial tactics (Crichton et al.,
2000). On the other hand, playing may provide an excellent opportunity for
current or future decision makers to train on dynamic and uncertain
incidents that may occur in times of weather-related crises.</p>
      <p id="d1e200">The modern concept of a serious game was first introduced by Abt (1970),
who viewed computer- or pen-and-paper-based games as educational
tools to be used both inside or outside of classrooms (Djaouti et al., 2011).
Originally such games have been used for training in the
military, but have since expanded to many domains (Mayer,
2009; Djaouti et al., 2011). Although evaluating the
effectiveness of role<?pagebreak page509?> playing or serious computer-based games is not always
a straightforward task (Backlund and Hendrix, 2013),
the literature values such educational or training games as motivating
experiential learning tools that go beyond traditional passive learning
approaches often applied in conferences and seminars (Boyle
et al., 2014; Dieleman and Huisingh, 2006; Salas et al.,
2009; Solinska-Nowak et al., 2018).</p>
      <p id="d1e203">In the field of disaster risk management, role playing has been successfully
used to increase public awareness as well as to promote preparedness and
prevention of losses (Rebolledo-Mendez et al., 2009). Examples
of applications include role-playing simulations on flood management on
cultural heritage sites for university students (Huyakorn et al.,
2012), serious online games on natural disasters (e.g. tsunami,
earthquakes) for children (Pereira et al., 2014), and serious board games on
resilience to geological hazardous events for school students or adult stakeholders
(Mossoux et al., 2016).</p>
      <p id="d1e206">In the domain of emergency response and crisis management, exercises, drills
or simulations serve local authorities, governmental agencies or private
organizations in testing systems and procedures and training the staff in the
management and coordination of responses to disruptive and potentially
disastrous events (Lee et al., 2009). Effective designs of scenario-based
crisis management game simulations have been proposed to create
opportunities for emergency trainees to rehearse crisis decision-making and
prepare for real emergencies (Friman, 1991; Metello et
al., 2008; Walker et al., 2011; Oulhaci et al., 2013; Alharthi et al.,
2018). Because crisis work involves response teams from different
organizations, simulations tend to be thought to test not only the
responsiveness of a specific body, but also the capability of different
forces to coordinate their activities (Di Loreto et al., 2012). Most crisis
situations involve dealing with wicked problems, where solutions are not
true or false, but better or worse. Di Loreto et al. (2012) see crisis
management as a time-constrained activity comprised of both predictable and
unpredictable elements that require a person to dissect problems, make plans for each
sub-problem, integrate local actions with global ones (avoiding solving
one problem locally that create one at a larger scale) and have knowledge of the
territory's vulnerability, communication and cooperation skills together
with a clear definition of roles and responsibilities. The overall objective
is to “quickly converge toward a normalization of the situation” (Di Loreto et al., 2012, p. 2) using predictive models and plans to
anticipate foreseeable events and soft skills allowing the necessary
flexibility and capabilities to overcome unexpected events (Robert and Lajtha, 2002).
With respect to crisis and disaster risk management, Van Ruijven (2011),
Di Loreto et al. (2012), Alharthi et al. (2018) and Solinska-Nowak
et al. (2018) proposed reviews of serious games and simulations,
specifically looking at the challenges of using serious games for research
and assessing their effectiveness in soft-skills training. If the ANYCaRE game
falls in the most common category of <italic>face-to-face multi-player experience with lively interactions between players</italic>, it is one of the few role-playing
game dealing with early warning systems (EWSs) and allowing to test new
forecasting products (Solinska-Nowak et al., 2018). With a similar purpose the
UK Met office developed the Forecast-based early action game, simulating a community affected by floods who
need to prioritize their actions based on a severe-weather forecast
(UK Met Office, Deltares, and Red Cross Red Crescent Climate
Centre, 2018). Another role-playing game called Adapted Technologies for Early Warning Systems: Playing with Uncertainty aims to illustrate the
complexity of decision-making in EWSs and the need to integrate all its
components by playing with different scenarios of economic development,
stakeholder participation, technology and uncertainty (Garcia Londoño and Fearnley, 2018).</p>
      <p id="d1e212">According to Bowman (2010), the role-playing method
(i) “enhances a group's sense of communal cohesiveness by providing narrative
enactment within a ritual framework”, (ii) “encourages complex
problem-solving and provides participants with the opportunity to learn an
extensive array of skills through the enactment of scenarios”, and
(iii) “offers participants a safe place to enact alternate personas through a
process known as identity alteration”. Therefore, it is hypothesized that
the methodological approach adopted in ANYCaRE allows the following:
<list list-type="bullet"><list-item>
      <p id="d1e217">Argumentation on weather crisis management should be collaborative (Huang
et al., 2010). Dialectic reflection on weather uncertainties and challenges
helps participants to form their situational awareness and build a common
strategy to solve problems of safety during extreme weather events.
Therefore, the experiment facilitates collaboration and coordination between
participants who may have distinct fields of expertise and/or belong to
different national or local institutions across Europe.</p></list-item><list-item>
      <p id="d1e221">Training of decision-making skills for emergency management is needed (Linehan et al., 2009b). Through progressive
simulations the players are expected to get more and more familiar with good
practices in emergency management. Serious games are recognized in the
literature as useful tools for training since they offer an environment in
which trainees can experience demands of emergency management under stress before
the real crisis (Crichton et al., 2000). The
reception of new data as the game progresses makes the player cultivate
soft skills such as communication and understanding of auxiliary or
inconsistent information in a limited time frame (Linehan et al., 2009a).</p></list-item><list-item>
      <p id="d1e225">Relevant behaviours for emergency response are fostered (Meesters
and Van De Walle, 2013). A safe playing environment in which participants act
out given roles (sometimes very different from their duties in<?pagebreak page510?> daily life)
permits them to gain a deeper understanding of the weather-related risks and
decision-making complexities (Rebolledo-Mendez et al., 2009).
During the experiment the player can realize conflicting requests arising in
times of weather crisis and reconsider the relevance of specific (self-)
protective actions.</p></list-item></list>
Cognitive research indicates that, in order for serious games to serve as
effective educational means, they should embed the learning outcomes within
the game mechanics and provide direct and specific feedback to the actions
taken by the players (Bogost, 2007). The learning outcome of
ANYCaRE is the improved weather risk-related decision-making for emergency
response through modern multi-source inputs. Thus, participants get informed
about new forecast products (like multi-hazard or impact-based model outputs)
and informational systems (also involving crowdsourced information), and
then practice their understanding and interpretation of those tools through
playing a realistic crisis scenario. Therefore, the game presents an
environment in which it is beneficial to communicate with others to exchange
complementary or contradictory information presented to each role and
consider competing demands before deciding. The learning outcome is embedded
in the gameplay by providing specific feedback on how well the players are
performing immediately after decision-making in the various states of the
game. During the game, at least one of the game developers acts as an
observer of the discussions and guides the decision-making. In
addition, at the end of the game, a specific time is dedicated to debriefing
players about the experience. With the use of such qualitative methods the
experiment aims to assess if and how improved multi-model (and
potentially multi-hazard) outputs, including information on impact-based
vulnerability data, can support the decision chain in European warning
systems towards better responses.</p>
      <p id="d1e229">The targeted audience for ANYCaRE varies from students and young researchers
to developers, potential users and other stakeholders from different
European agencies. The paper presents the first implementations of the
experiment in the emergency management of flood (and flash flood) and strong-wind events. First, we describe the research methodology and the conceptual
framework for weather-related crisis management adopted to design ANYCaRE.
Section 2 explains also how ANYCaRE is set up and portrays general guidance
for the design of role-playing experiments including simulations for
weather-related crises. Then, we provide details on the storylines and the
roles selected for the flood and strong-wind simulations, respectively.
Section 4 presents the first applications of the game tested in different
contexts. The first results from these experiments are reviewed based on the
players' opinions of the gaming experience but also on the modern products
provided as input data to support decision-making in the simulations,
providing insights into related limitations. Finally, further advancements,
extensions of ANYCaRE and opportunities for future applications are discussed.</p>
</sec>
<sec id="Ch1.S2">
  <title>Research methodology: designing ANYCaRE</title>
<sec id="Ch1.S2.SS1">
  <title>General concept and hypotheses</title>
<sec id="Ch1.S2.SS1.SSS1">
  <title>Principles of tabletop role-playing games (TRPGs)</title>
      <p id="d1e248">TRPGs are the original form of role-playing games and in principle they are
conducted through discussion within an interactive and collaborative
storytelling system (Aylett et al., 2008). The players act
out the roles of characters and through the game they decide the actions of
their character given certain rules and responsibilities within an
hypothetical setting (Cover, 2010). In the ANYCaRE game, participants
are invited to play specific characters of the decision-making chain (i.e.
forecasters, emergency managers or public) in an interactive story
related to a weather hazard in a European context. As a narrative-based
game, ANYCaRE consists of a storyline and the simulations to be played
through various roles. Table 1 describes the key components (storyline, roles,
simulations) necessary for the definition of the scenarios and summarizes
the questions that guided our design choices and further considerations for each of those components. This table may serve as a design
guide for future developers of educational or training exercises in the
domain of natural hazard management. For instance, it could help developers
to consider options with respect to choices in the real world vs. virtual
territory or the time frame and pace of the decision-making related to the
type of hazard considered.</p>

<?xmltex \floatpos{p}?><table-wrap id="Ch1.T1" specific-use="star"><label>Table 1</label><caption><p id="d1e254">Description of the game components and the corresponding design choices
to be made when developing ANYCaRE.</p></caption><oasis:table frame="topbot"><oasis:tgroup cols="4">
     <oasis:colspec colnum="1" colname="col1" align="left"/>
     <oasis:colspec colnum="2" colname="col2" align="left"/>
     <oasis:colspec colnum="3" colname="col3" align="left"/>
     <oasis:colspec colnum="4" colname="col4" align="left"/>
     <oasis:thead>
       <oasis:row>
         <oasis:entry colname="col1">Game</oasis:entry>
         <oasis:entry colname="col2">General description</oasis:entry>
         <oasis:entry colname="col3">Design choices</oasis:entry>
         <oasis:entry colname="col4">Playing concerns</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">components</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4"/>
       </oasis:row>
     </oasis:thead>
     <oasis:tbody>
       <oasis:row>
         <oasis:entry colname="col1">1. Storyline</oasis:entry>
         <oasis:entry colname="col2">Territory and main</oasis:entry>
         <oasis:entry colname="col3">Real-world territory vs. virtual one?</oasis:entry>
         <oasis:entry colname="col4">An existing territory</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2">attributes in which</oasis:entry>
         <oasis:entry colname="col3">Characterize the territory in terms of population,</oasis:entry>
         <oasis:entry colname="col4">may be used if we want</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2">the story evolves</oasis:entry>
         <oasis:entry colname="col3">buildings and infrastructure, geographical</oasis:entry>
         <oasis:entry colname="col4">to inform or train</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">location and topography (e.g. mountains, rivers,</oasis:entry>
         <oasis:entry colname="col4">participants for a</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">plains).</oasis:entry>
         <oasis:entry colname="col4">certain area. However,</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">– What is the hazard(s) that will threaten the</oasis:entry>
         <oasis:entry colname="col4">sometimes it is better</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">territory?</oasis:entry>
         <oasis:entry colname="col4">that the players do not</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">– What elements may be affected by the hazard?</oasis:entry>
         <oasis:entry colname="col4">know the area in</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">– List the special groups of population (e.g.</oasis:entry>
         <oasis:entry colname="col4">advance so that we do</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">campers, residents, parents) or special</oasis:entry>
         <oasis:entry colname="col4">not insert bias and</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">infrastructure (e.g. schools, power plants)</oasis:entry>
         <oasis:entry colname="col4">players are not</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">existing in the territory that may be impacted in</oasis:entry>
         <oasis:entry colname="col4">influenced by past</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">certain ways.</oasis:entry>
         <oasis:entry colname="col4">experiences. Also, with</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">– What is the main goal in the game?</oasis:entry>
         <oasis:entry colname="col4">virtual territories it</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">Define a realistic story (e.g. a festival to happen</oasis:entry>
         <oasis:entry colname="col4">might be easier to</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">in the territory, a critical infrastructure like food</oasis:entry>
         <oasis:entry colname="col4">combine different</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">or water system that is important for the</oasis:entry>
         <oasis:entry colname="col4">characteristics to</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">population needs) that introduces some</oasis:entry>
         <oasis:entry colname="col4">address several issues</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">complexity and challenge in the decision-</oasis:entry>
         <oasis:entry colname="col4">related to different</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">making.</oasis:entry>
         <oasis:entry colname="col4">locations in the real</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">world.</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">– In any case, a realistic</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">main goal should be</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">selected to make the</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">game interesting to the</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">players.</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">2. Roles</oasis:entry>
         <oasis:entry colname="col2">Actors that will be</oasis:entry>
         <oasis:entry colname="col3">– What is the level of the decision chain to</oasis:entry>
         <oasis:entry colname="col4">Very detailed</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2">represented in the</oasis:entry>
         <oasis:entry colname="col3">simulate?</oasis:entry>
         <oasis:entry colname="col4">responsibilities and</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2">storyline</oasis:entry>
         <oasis:entry colname="col3">Define representatives if one or more of the three</oasis:entry>
         <oasis:entry colname="col4">constraints are</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">levels are needed in the story (level 1: Weather</oasis:entry>
         <oasis:entry colname="col4">suggested to be</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">Forecasters; level 2: emergency managers/civil</oasis:entry>
         <oasis:entry colname="col4">assigned to each role at</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">protection; level 3: general public and targeted</oasis:entry>
         <oasis:entry colname="col4">the beginning of the</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">users like private companies).</oasis:entry>
         <oasis:entry colname="col4">game, allowing the</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">– What sub-roles will be attributed to the players</oasis:entry>
         <oasis:entry colname="col4">players to set up a</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">(e.g. expert hydrologist, mayor, first</oasis:entry>
         <oasis:entry colname="col4">common strategy with</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">responder)? Define the specific goals/targets</oasis:entry>
         <oasis:entry colname="col4">the others</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">of each sub-role in the game.</oasis:entry>
         <oasis:entry colname="col4">playing the same role.</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">3. Simulations</oasis:entry>
         <oasis:entry colname="col2">Weather-related</oasis:entry>
         <oasis:entry colname="col3">– What is the (hydro-)meteorological scenario</oasis:entry>
         <oasis:entry colname="col4">Hypothetical scenarios</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2">scenarios, decision-</oasis:entry>
         <oasis:entry colname="col3">that is simulated?</oasis:entry>
         <oasis:entry colname="col4">are also presented</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2">making and timeline</oasis:entry>
         <oasis:entry colname="col3">Define how the hazard will evolve and what the</oasis:entry>
         <oasis:entry colname="col4">during the storytelling</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2">in which certain data</oasis:entry>
         <oasis:entry colname="col3">final outcome will be in the game based on a real</oasis:entry>
         <oasis:entry colname="col4">with data extracted</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2">are provided.</oasis:entry>
         <oasis:entry colname="col3">past event or hypothetical scenario.</oasis:entry>
         <oasis:entry colname="col4">from past events. The</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">– What is the time frame and pace of the</oasis:entry>
         <oasis:entry colname="col4">difference with the real</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">decision-making?</oasis:entry>
         <oasis:entry colname="col4">event data is that we do</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">Select the season of the year the simulations</oasis:entry>
         <oasis:entry colname="col4">not need data to come</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">refer to. How many days or hours will be simulated</oasis:entry>
         <oasis:entry colname="col4">from a specific year</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">during the 1 h of the gameplay? This choice</oasis:entry>
         <oasis:entry colname="col4">and location, but we</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">depends on the speed of development and the</oasis:entry>
         <oasis:entry colname="col4">just combine one or</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">forecasting capability related to the hazard under</oasis:entry>
         <oasis:entry colname="col4">more data sources to</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">concern. The choice of the pace of the rounds of</oasis:entry>
         <oasis:entry colname="col4">describe our storyline</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">decision-making should reflect the real</oasis:entry>
         <oasis:entry colname="col4">and scenario in a</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">characteristics of the simulated event (e.g. few</oasis:entry>
         <oasis:entry colname="col4">relevant way.</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">days or hours for short-fuse events, several days</oasis:entry>
         <oasis:entry colname="col4">– The emergency and</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">for slow-developing events).</oasis:entry>
         <oasis:entry colname="col4">communication</oasis:entry>
       </oasis:row>
     </oasis:tbody>
   </oasis:tgroup></oasis:table></table-wrap>

<?xmltex \hack{\addtocounter{table}{-1}}?><?xmltex \floatpos{t}?><table-wrap id="Ch1.T2" specific-use="star"><label>Table 2</label><caption><p id="d1e1027">Continued.</p></caption><oasis:table frame="topbot"><oasis:tgroup cols="4">
     <oasis:colspec colnum="1" colname="col1" align="left"/>
     <oasis:colspec colnum="2" colname="col2" align="left"/>
     <oasis:colspec colnum="3" colname="col3" align="left"/>
     <oasis:colspec colnum="4" colname="col4" align="left"/>
     <oasis:thead>
       <oasis:row>
         <oasis:entry colname="col1">Game</oasis:entry>
         <oasis:entry colname="col2">General description</oasis:entry>
         <oasis:entry colname="col3">Design choices</oasis:entry>
         <oasis:entry colname="col4">Playing concerns</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">components</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4"/>
       </oasis:row>
     </oasis:thead>
     <oasis:tbody>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">– What are the collective or individual decisions</oasis:entry>
         <oasis:entry colname="col4">Activities will comprise</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">to be made?</oasis:entry>
         <oasis:entry colname="col4">the worksheet that the</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">List the corresponding emergency activities</oasis:entry>
         <oasis:entry colname="col4">player will fill at the</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">(e.g. evacuation of a certain area or</oasis:entry>
         <oasis:entry colname="col4">end of each round of</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">infrastructure) and communication activities</oasis:entry>
         <oasis:entry colname="col4">the gaming simulation.</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">(e.g. issue warnings, provide advice messages,</oasis:entry>
         <oasis:entry colname="col4">The worksheet should</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">order evacuation) that the roles can apply in the</oasis:entry>
         <oasis:entry colname="col4">include all the concerns</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">storyline. Every proposed action should</oasis:entry>
         <oasis:entry colname="col4">that we want to discuss</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">correspond well with the responsibilities of the</oasis:entry>
         <oasis:entry colname="col4">in the experiment.</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">roles as well as the elements included in the</oasis:entry>
         <oasis:entry colname="col4">– Every decision taken</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">storyline (e.g. specific locations, critical</oasis:entry>
         <oasis:entry colname="col4">by players should have</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">infrastructure and population in the territory).</oasis:entry>
         <oasis:entry colname="col4">a consequence in the</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">– What will the input products be?</oasis:entry>
         <oasis:entry colname="col4">game. The designer</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">List the main products (e.g. forecast outputs,</oasis:entry>
         <oasis:entry colname="col4">may assign specific</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">social media info, impact matrix) that will be</oasis:entry>
         <oasis:entry colname="col4">penalties to the options</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">distinctly provided to the role players according</oasis:entry>
         <oasis:entry colname="col4">listed in the worksheet</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">to their area of responsibility. If the objective is</oasis:entry>
         <oasis:entry colname="col4">to challenge the</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">to evaluate new products, “basic” products that</oasis:entry>
         <oasis:entry colname="col4">decision-making. Even</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">are routinely used for decision-making need to</oasis:entry>
         <oasis:entry colname="col4">if there is no penalty</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">be provided in Trial 1 in order to be compared</oasis:entry>
         <oasis:entry colname="col4">scheme, each decision</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">with the new products given in Trial 2.</oasis:entry>
         <oasis:entry colname="col4">should conceptually</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">have a cost (e.g. in</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">terms of economic</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">value, human safety or</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">wellbeing). The</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">objective of the players</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">is to undertake</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">emergency and</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">communication</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">activities avoiding</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">costly decisions that</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">might prove to be</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">unnecessary at the end</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">of the game.</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">– Input products are not</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">necessarily operational.</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">Representative figures</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">that illustrate the input</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">information are</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">adequate.</oasis:entry>
       </oasis:row>
     </oasis:tbody>
   </oasis:tgroup></oasis:table></table-wrap>

      <p id="d1e1585">The term “game” mainly refers to an array of simulations that represent
certain real-event situations, which are played and manipulated by the
participants. The players are guided through the simulations to experiment
with the outcomes of their decisions and learn from their playing experience (Dieleman and Huisingh, 2006;
Huyakorn et al., 2012). A central function in TRPGs is the games master or
moderator (GM), who leads the storytelling during the game simulations
(Heinsoo et al., 2008). The GM acts as organizer, arbitrator
and moderator of the multiplayer role-playing game and, therefore, they should
know the game in detail and be able to answer questions
regarding its rules. The games master's responsibilities could be split
among two or three people (e.g. designers or organizers of the experiment).
The basic role of the GMs is the same in almost all traditional role-playing
games, although differing rule sets make the specific duties of the games master unique to that system (Tychsen et al., 2007). For
example, in the ANYCaRE game the GM is responsible, among others, for
providing feedback to the players about the hydro-meteorological
observations,
highlighting the relevant safety decisions that should have been taken at each
playing round (similar to a weather reporter).</p><?xmltex \hack{\newpage}?>
</sec>
<?pagebreak page512?><sec id="Ch1.S2.SS1.SSS2">
  <title>Conceptual framework for weather emergency management</title>
      <p id="d1e1595">The roles to be played and the potential decisions and actions to be chosen by
the players in ANYCaRE are predefined based on qualitative evidence
gathered during European workshops that took place in March and April 2017
(Müller et al., 2017) and in previous research (Ruin, 2007). In particular, the game was designed in order to be
adapted or easily adaptable to most European countries' warning and
emergency decision-making contexts. Based on examples of warning systems
from Switzerland (Canton of Bern), Spain (Catalonia), Italy (Liguria), Finland (South Savo) and France, commonalities of these
systems were identified and used to simulate realistically the dynamics of
the warning and response processes starting with the detection of a
potential weather-related threat and ending with decisions related to the
coordination of the emergency response (Fig. 1). This process involves the
identification of three major components: (i) the type of actors involved in
the warning system and their role in the decision-making process, (ii) the
timeline/temporality of the warning phases, (iii) the types of<?pagebreak page513?> actions and decisions
the actors need to take in each phase to ensure people's safety.</p>

      <?xmltex \floatpos{t}?><fig id="Ch1.F1" specific-use="star"><label>Figure 1</label><caption><p id="d1e1600">Conceptual framework of the weather-related European Warning Systems
adopted for the design of ANYCaRE role-playing experiment. National, regional
or local actors are framed within light, medium or dark grey rectangles. According to the warning/response phase in which they mainly
operate, actors and their warning or emergency actions and decisions (snipped-corner rectangles) are presented inside the light (detection), medium (hazard
warning) or dark-green boxes (emergency response). The dashed arrows illustrate
the flow of information among national, regional and local actors. Adapted after
Müller et al. (2017).</p></caption>
            <?xmltex \igopts{width=341.433071pt}?><graphic xlink:href="https://nhess.copernicus.org/articles/19/507/2019/nhess-19-507-2019-f01.png"/>

          </fig>

      <p id="d1e1609">Depending on the country and its administrative and legal organization,
different types of actors may be involved in the warning system. The
responsibility for emergency management is also dependent on the spatial
scale of the event. Most often, the municipality is the first level of
responsibility and the most important actor of the emergency management as
soon as the event does not exceed the capacity or the boundary of this local
level. Mayors are in charge of the activation of municipal emergency plans.
Nevertheless, regional and national levels support their decisions with
weather-related hazard forecasting and warning capabilities
(meteorological, environmental or hazard-related expert institutes) and
regional emergency management centres and rescue services. In times of
emergency, actors with complementary competencies are gathered (at the
administrative level of concern: local, regional or national in the case of
a state emergency), either physically or remotely, to take decisions on how to
best manage the crisis to ensure people's safety. Generally, those emergency
operation centres (EOCs) include representatives of civil services as
weather/hazard experts, police, firefighters and rescue forces,
representatives of municipalities, and infrastructure experts from public or
private companies (road, telecommunication, energy suppliers). A
representative of the highest authority concerned will act as the leader of
the group to organize the discussion and finalize the emergency decisions.
The centre functions as the kernel of information, by receiving, checking and
sharing information with operational teams as well as deciding upon complex emergency
actions that need an holistic view of the situation, coordinating
efforts and communicating with the public.</p>
      <p id="d1e1612">To reflect this standard type of crisis management organization, the ANYCaRE
game proposes that decisions should be taken in the context of a simulated EOC gathering
in the same room or a choice of the actors cited above. A panel of
role descriptions that are distributed among the players (randomly or based on
their real-life expertise) describes the tasks and responsibilities that each
player has to contribute to the collective decision finalized by the group
leader. Some roles, such as the ones of the forecasters or the one of the group
leader, may be distributed carefully as they require either strong
expertise or leadership. It is clear that the way those roles are played may
influence a lot the results of the decision-making process and confidence of
the overall group in their collective decisions. Nevertheless, random
distribution of the roles may also raise participants' awareness about
the capabilities and level of expertise necessary to interpret and act upon
such complex, dynamic and uncertain crisis situations.</p>
      <p id="d1e1616">As shown in Fig. 1, the timeline or temporality of the warning process
often relates to three phases (Müller et al., 2017). The
first one is a detection phase in which model-based forecasts indicate the
first signs of a potential high-impact event. At this early stage (3 to
10 days before the event), forecasts are neither accurate in space nor in time
and the potential for impacts is difficult to assess. The second phase
starts when the event becomes more probable and the location and timing grow
less uncertain. This phase, starting about 2 days before the event, relies
on model-based forecasts that are sometimes combined with some first empirical
observations. At this stage, the first precautionary measures can be
envisaged in order to prepare for the alert phase. In the third phase, the
alert one, when the magnitude of the event is almost certain as well as its
location and timing, it is time for emergency action. Decisions are mostly
based on ground-truth observations made by different operational services
involved in the emergency response. The temporality of those phases varies
according to the type of hazardous events, as some are less predictable than
others, like in the case of flash flooding vs. flooding events. Short-fuse
events originating from convective storms, for instance, cannot be detected
several days in advance, which contracts the warning and response process in
a very short period of time. Based on these observations, the ANYCaRE game
addresses this temporal aspect of the decision-making process by proposing a
timeline adapted to the pace of the relevant hazard.</p>
</sec>
</sec>
<sec id="Ch1.S2.SS2">
  <title>Experiment set-up</title>
<sec id="Ch1.S2.SS2.SSS1">
  <title>Steps of the experiment</title>
      <p id="d1e1631">The experiment progression can be summarized in four progressive steps:
(i) introduction to ANYCaRE, (ii) role assignment, (iii) simulations, and
(iv) debriefing as proposed in Table 2. The experiment begins with the
description of the setting by the GMs. Then, each player is provided with a
certain role defining their responsibilities during the game. Players get a
few minutes to become familiar with their role and to introduce it to the
rest of the group before the main game simulations start. Following the
principles of tabletop role playing, the GM facilitates the playing by
presenting key aspects of the story and by triggering relevant discussion
among the group of players. The designers' team act as observers of
the playing process and based on their observations they facilitate the
post-experiment debriefing. Based on the authors' experience, they believe a
playing group in ANYCaRE should be preferably composed of 10 to 12 players.</p>

<?xmltex \floatpos{t}?><table-wrap id="Ch1.T3" specific-use="star"><label>Table 3</label><caption><p id="d1e1637">Progressive steps of ANYCaRE experiment. The proposed durations suggest
an experiment that lasts up to 2 h.</p></caption><oasis:table frame="topbot"><oasis:tgroup cols="3">
     <oasis:colspec colnum="1" colname="col1" align="left"/>
     <oasis:colspec colnum="2" colname="col2" align="left"/>
     <oasis:colspec colnum="3" colname="col3" align="left"/>
     <oasis:thead>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">Action</oasis:entry>
         <oasis:entry colname="col2">Potential means</oasis:entry>
         <oasis:entry colname="col3">Proposed duration</oasis:entry>
       </oasis:row>
     </oasis:thead>
     <oasis:tbody>
       <oasis:row>
         <oasis:entry colname="col1">(1) The GM briefs about the procedure to be followed</oasis:entry>
         <oasis:entry colname="col2">Power point presentation</oasis:entry>
         <oasis:entry colname="col3">12 min</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">for the game and describes the storyline to the</oasis:entry>
         <oasis:entry colname="col2">and talk</oasis:entry>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">players. The rules of the game and the purpose of</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">playing are clearly explained.</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(2) The players answer the short pre-experiment</oasis:entry>
         <oasis:entry colname="col2">Questionnaire(s) printed in</oasis:entry>
         <oasis:entry colname="col3">8 minutes</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">questionnaire (optional – depending on the</oasis:entry>
         <oasis:entry colname="col2">paper</oasis:entry>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">objectives of playing).</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(3) The game organizers distribute the roles (usually</oasis:entry>
         <oasis:entry colname="col2">Written/printed labels</oasis:entry>
         <oasis:entry colname="col3">1–2 min</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">pre-selected based on the participants).</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(4) The players read the specificities of their role</oasis:entry>
         <oasis:entry colname="col2">Printed booklet with role</oasis:entry>
         <oasis:entry colname="col3">8 min</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(3 min) and present their responsibilities to the rest</oasis:entry>
         <oasis:entry colname="col2">description and input data</oasis:entry>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">of the roles (5 min).</oasis:entry>
         <oasis:entry colname="col2">for each role</oasis:entry>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(5) The GM introduces the simulations by presenting</oasis:entry>
         <oasis:entry colname="col2">Power point presentation</oasis:entry>
         <oasis:entry colname="col3">3 min</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">the current meteorological facts and first</oasis:entry>
         <oasis:entry colname="col2">and talk</oasis:entry>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">forecasting.</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(6) The players play the simulations. The GM</oasis:entry>
         <oasis:entry colname="col2">Worksheet printed in paper</oasis:entry>
         <oasis:entry colname="col3">56–60 min</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">facilitates the playing by leading the storytelling</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">(about 20 min in</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">and triggering relevant discussion among the</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">each round)</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">group. In each round the GM ensures that the</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">players respect the rules of playing and they fill</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">and submit the decision worksheet timely.</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(7) The players answer the short post-experiment</oasis:entry>
         <oasis:entry colname="col2">Questionnaire(s) printed in</oasis:entry>
         <oasis:entry colname="col3">8 min</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">questionnaire (optional – depending on the</oasis:entry>
         <oasis:entry colname="col2">paper</oasis:entry>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">objectives of playing).</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(8) The observers/facilitators trigger the debriefing</oasis:entry>
         <oasis:entry colname="col2">Power point presentation of</oasis:entry>
         <oasis:entry colname="col3">15–20 min</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">discussion.</oasis:entry>
         <oasis:entry colname="col2">starting questions</oasis:entry>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2">Post-it stickers on a board</oasis:entry>
         <oasis:entry colname="col3"/>
       </oasis:row>
     </oasis:tbody>
   </oasis:tgroup></oasis:table></table-wrap>

</sec>
<sec id="Ch1.S2.SS2.SSS2">
  <title>Objective of the simulation</title>
      <p id="d1e1974">The simulation aims to put players in the situation of acting out the roles
of the different emergency management representatives gathered in the
context of an EOC. As a group they are requested (i) to evaluate the
weather-related situation and potential threat based on weather forecast
information and their own assessment of the level of exposure, potentially
supported by impact-based and crowdsourced information, (ii) to select, from
a pre-established list, protective actions<?pagebreak page514?> (if any) and four
communication options that can be taken to best inform the targeted public about those
decisions (see Appendix A for the details of the options available). The role
of the emergency management group is to keep the population safe and ensure
smooth execution of everyday activities in the territory while managing
a given budget. In the case of weather uncertainty, this is a challenging
task including a set of dilemmas. Deciding to alert the population and
pushing them to stop their daily activities to take protective measures in areas not
hit by a hazard might create unhappiness and loss of confidence in public
authorities. On the other hand, people are looking forward to recreational
events such as big festivals; potential cancellation requires careful
consideration to preserve people's wellbeing without risking their security.
Every decision taken by the emergency management group has a consequence,
either in terms of human safety or wellbeing and economic value. The
objective of the group is to undertake emergency activities from a
predefined decision-reporting list, avoiding actions that might prove to be
unnecessary at the end of the game. The proposed list of actions depends on
the storyline and the purpose of playing and can be easily adapted to
different scenarios to be played by different audiences. Thus, different
versions of worksheets are created to fit the game implementation (see Appendix A).</p>
</sec>
<sec id="Ch1.S2.SS2.SSS3">
  <title>Playing rules</title>
      <p id="d1e1983">Three rounds of decision-making are played successively to simulate the
progression of the hazard from its early detection to its landfall. By using
multiple rounds, we allow the players to experience evolving
hydro-meteorological facets and test different decision-support tools, which
give more and more accurate information, as the event
occurrence gets closer. The repetition of the decision-making process over several
rounds also helps the players to get better at managing their roles and
learn from practice. Nevertheless, based on the dynamic and
predictability of the simulated event, the pace of succession of the hazard
and/or risk information and decisions to be made in the game can vary to
represent a few hours to a few days in real life.</p>
      <p id="d1e1986">Based on weather-related hazard information, the players simulating the EOC
need to take decisions related to the three phases of the hazard progression
described in Sect. 2.1.2. At the beginning of the simulation, only weather
and/or<?pagebreak page515?> hydrological model-based forecasts are available for the coming hours
or days. The level of uncertainty is still high. Round after round, more
precise information including impact-based information is provided to
reflect the decrease in uncertainty and the potential imminence of the event occurrence.</p>
      <p id="d1e1989">With this information, specifically distributed to each role with respect to
its own responsibilities, the players first need to interpret and share
their specific knowledge before envisaging and deciding upon solutions to use against the potential threat they identified. Based on their collective
evaluation of the situation, they have a certain time to choose between
3 types of decisions: (i) stay aware and monitor the situation, (ii) take
actions in the context of a warning phase and activate the EOC to take
precautionary measures, (iii) activate the emergency plan and proceed to
specific safety measures. For each of these types of decisions, several more
detailed options are proposed on the decision worksheet (see Appendix A) to
help the group decide whether they would provide some generalized advice for
safety to the public (e.g. “If inside, move to higher floors”, “Be
prepared for electricity disruptions”) or if they would proceed to more
detailed emergency orders in specific area(s) of the territory (e.g.
“Evacuate immediately”). Collective decisions are recorded by filling up
one worksheet for the whole group in each game round. Each round is composed
of two trials, one in which only existing basic hydro-meteorological forecasts
are available and the second in which additional, more sophisticated
decision-support products are provided. The group reports its choices in the
relevant trial column on the worksheet at the end of each trial. Since
certainty in the warning-response processes is a key element of efficient
crisis management, the group is also asked to evaluate the level of
confidence associated with their decision.</p>

      <?xmltex \floatpos{t}?><fig id="Ch1.F2" specific-use="star"><label>Figure 2</label><caption><p id="d1e1994">Presentation and brief description of the territory considered in the
storyline of ANYCaRE for the <bold>(a)</bold> flood scenario and <bold>(b)</bold> strong-wind scenario. Each area of the territories includes attributes for special
consideration in the emergency decision-making (e.g. camping, schools, dangerous
intersections, industries), representing critical points for intervention in
European cities.</p></caption>
            <?xmltex \igopts{width=341.433071pt}?><graphic xlink:href="https://nhess.copernicus.org/articles/19/507/2019/nhess-19-507-2019-f02.png"/>

          </fig>

      <p id="d1e2010">To reflect the time pressure that real-life EOCs always face, the players
are given a limited time in which to provide responses to each trial and the GM is in
charge of pressing the group to obtain their decision in time. For example,
in the case of three-round simulations, each trial lasts 10 min in the first
two rounds, whereas in the last round each trial lasts 8 min. Therefore,
the first two rounds last 20 min each<?pagebreak page516?> and the third round lasts 16 min
(or less if the players are fast to take decisions on a given
round). This time includes 1–2 min for the GM to present a short summary
of the (hydro-) meteorological situation and consequences of the decisions
that have been taken in the previous round. The experiment should preferably
last less than 2 h (including the debriefing time). A detailed penalty
scheme with costs in terms of safety, emergency resources, wellbeing, etc.
may be assigned to each activity listed in the worksheet or not. If the
objective of the playing is the training and or information/education then
specific penalties may be not necessary. Triggering debate and discussion to
enhance understanding is a major priority. If penalties are assigned, the
designer(s) should ensure that every action has a straight
consequence or penalty and that the initial credits given to the players are
adequate, even for the worst-case scenario.</p>
</sec>
</sec>
</sec>
<sec id="Ch1.S3">
  <title>ANYCaRE's implementations</title>
<sec id="Ch1.S3.SS1">
  <title>Flood scenario</title>
<sec id="Ch1.S3.SS1.SSS1">
  <title>Storyline and roles</title>
      <p id="d1e2031">Inspired by European locations we introduce Anywhere City, an imaginary
agglomeration including three distinct areas: A–C, located on the
slopes and at the foot of highlands drained by two fast-reaction rivers
(Fig. 2a). Area A is characterized by relatively steep tree-covered slopes
drained by a small basin (e.g. 265 km<inline-formula><mml:math id="M1" display="inline"><mml:msup><mml:mi/><mml:mn mathvariant="normal">2</mml:mn></mml:msup></mml:math></inline-formula>) and is known for its fast response to
precipitation. A suburb of about 1000 residents and one school are located
on the slopes. There are no permanent settlements or critical infrastructure
in the flood-prone zone but one camping ground is located in the forest close to the
riverbed (within the 10-year return period flood-prone zone). Area B is
composed of both highlands and lowlands drained by a river basin of about
3000 km<inline-formula><mml:math id="M2" display="inline"><mml:msup><mml:mi/><mml:mn mathvariant="normal">2</mml:mn></mml:msup></mml:math></inline-formula>. The densely populated urban area (e.g. 100 000 citizens) is
located in the lower part of the basin. It includes the majority of schools,
hospitals and other public services. About 30 % of the residential,
commercial areas and public services are located in the 20-year return
period flood-prone zone. Finally, area C is typical lowland with a large
floodplain located in the lower part of a larger river basin (up to
4000 km<inline-formula><mml:math id="M3" display="inline"><mml:msup><mml:mi/><mml:mn mathvariant="normal">2</mml:mn></mml:msup></mml:math></inline-formula>). There are no permanent settlements in C but the area surrounds
the main bridge of Anywhere City, calibrated to resist a 50-year flood. The
area is characterized by seasonal agricultural activity and a recreation
place where the annual festival of Anywhere City, named “AnyDay”, is taking place.</p>
      <p id="d1e2061">The game takes place at the beginning of autumn and starts on a Monday, 5
days before the AnyDay festival takes place,<?pagebreak page517?> with outside activities across
the river and a big concert with famous singers close to the bridge area
(area C in Fig. 2a). The peak of the festival is planned for Saturday, when
participants are expected to reach numbers of 10 000. Public officials
are checking out the weather forecasts to ensure that Anywhere City's
traditional festival can happen under the safest conditions so that
participants can enjoy the next weekend camping and celebrating in the region.</p>
      <p id="d1e2064">Each player is given a specific sub-role to act as representative of one of
the following institutions: (i) hydro-meteorological services, which interpret
the hazard model outputs and communicate warnings if needed; (ii) first
responder services, which deal with the possible evacuation of residences, schools,
campsites and public events; (iii) the municipality, which makes decisions related to
the everyday (e.g. anticipation of school pick-up time, cancellation
of school-related transport) or recreational events (i.e. AnyDay festival)
in the city; (iv) road services, which manage road closures and the maintenance
of the main bridge road in case of a flood emergency (see worksheet for flood
scenario in Appendix A). The greatest challenge is to decide whether the AnyDay
festival should be cancelled or if the event could be maintained and
probably set up flood protection measures in the bridge area. Withdrawing
such a big event, for which people have prepared and have been looking
forward to, obviously would cause upheaval and would reduce their wellbeing.
In this case, the municipality would also pay cancellation fees and other
expenses with the ultimate goal to prevent people from risk. On the other
hand, if high water or debris flow blocks and collapses the bridge while the
festival is still on, thousands of unprepared people will be exposed to
severe flooding. In general, if no protective action or evacuation were
decided for the day an event hit an area, the population is considered subject to risk.</p>
</sec>
<sec id="Ch1.S3.SS1.SSS2">
  <title>Input data and simulations</title>
      <p id="d1e2073">The period of concern in flood simulations are the 5 days of the week
(from Monday to Friday) preceding the day of “AnyDay festival”. The GM
provides and comments on medium-range deterministic precipitation forecasts and
hydrological forecasts produced by the European Centre for Medium-Range
Weather Forecasts (ECMWF) for Monday and Tuesday in order to familiarize the
players with the products and slowly put them in context. Each of the
3 following days represents one round of the game for which collective
decisions are requested from the players, assuming that every evening the group decides
on the emergency activities of the next day (Fig. 3a). In
each round, the players receive area-specific information so that they can
make distinct safety choices adapted to the predicted hazard in each area of
Anywhere City. Low-predictability events such as flash flooding on steep
slopes and domino effects like debris flow in the river are also part of the
flood scenario that prompts emergent stressful situations.</p>

      <?xmltex \floatpos{t}?><fig id="Ch1.F3" specific-use="star"><label>Figure 3</label><caption><p id="d1e2078">Schematic illustration of the gaming timeline (rounds 1 to 3) and
the information provided to the players of ANYCaRE for the <bold>(a)</bold> flood
scenario and <bold>(b)</bold> strong-wind scenario. Each of the three game
rounds (R1–R3) played in the experiments corresponds to a daily or hourly
time step before the festivals that, according to the storylines, are held on
Saturday. In the second trial of each round, the players receive additional
decision-support tools including high-resolution forecasts and impact-based
vulnerability inputs.</p></caption>
            <?xmltex \igopts{width=497.923228pt}?><graphic xlink:href="https://nhess.copernicus.org/articles/19/507/2019/nhess-19-507-2019-f03.png"/>

          </fig>

      <p id="d1e2093"><?xmltex \hack{\newpage}?>In the first trial of each round, players receive the 24-hourly accumulated
precipitation based on the ECMWF ensemble mean for Anywhere City.
Precipitation is calculated as the median value in every grid cell from
51 integrations with approximately 32 km spatial resolution. Secondly, input
data include hydrological forecasts for three different locations (i.e. A–C)
based on the European Flood Awareness System (EFAS), which is
operationally running on the European scale under the Copernicus Emergency
Management Services (Copernicus EMS) (Smith et al., 2016; Thielen et
al., 2008). EFAS products were particularly selected because they present
successful implementation of probabilistic medium-range flood forecasts with
special attention on the communication of uncertainty (Demeritt et al., 2013;
Pappenberger et al., 2013) and their EU-wide operational availability (Smith
et al., 2016).</p>
      <p id="d1e2097">The second trial proposes additional radar-based high-resolution rainfall
accumulation forecasts (i.e. every 15 min with lead times up to 6 h)
produced by the European Rainfall-InduCed Hazard Assessment (ERICHA),
and EFAS bias-corrected forecast hydrographs where near-real-time discharge
observations are used to compensate the propagation of the error between
forecasted and observed discharge (Bogner and Kalas, 2008).
Advanced hydro-meteorological products are selected to show the importance
of end-user tailored forecast visualizations and highlight the potentiality
of combining (i) continental-scale medium-range forecast at coarse
spatio-temporal resolution with (ii) local, high-resolution and short-range
predictions to improve timely detection and better localization of extreme
events. These include return-level hydrographs (i.e. time series of the
return levels of corresponding forecasted discharge values at the same
time step) and exceedance plots (i.e. daily box plots corresponding to
different lead times of the hydrological forecast) from EFAS forecasts
driven by the ECMWF ensemble.</p>
      <p id="d1e2101">The second group of products presented in the second trial focuses on the
importance of translating the hazard into risk information, and especially
probabilistic risk assessments, for the decision-making. Impact-based
products are based on the Rapid Impact Assessment layer that combines
event-based hazard maps with exposure information to assess several
categories of impacts such as affected population and damage
(Dottori et al., 2017) (more information available at
<uri>http://anywhere-h2020.eu/catalogue/?product=river-flood-impact-forecast</uri>, last access: 11 March 2019).
Direct economic losses are computed by combining the “Coordination of
information on the environment” (Corine) map with flood hazard variables
(i.e. flood extent and depths) and a set of damage functions derived for
European countries. In addition to that, the extent of urban and
agricultural areas affected is computed using the CORINE Land Cover inventory
(Dottori et al., 2017). The last information presented to players
emphasizes the benefits of the seamless integration of the volunteer
geographic<?pagebreak page518?> information (VGI) collected during the crisis from social media
and via dedicated crowdsourcing applications (i.e. artificial tweets and
posts in a hypothetical crowdsourcing system drawn especially for the
experiment). VGI content is widely recognized as a crucial source of
information that cannot be measured directly (e.g. socio-economic impacts,
human perception), and thus, it is assumed to positively contribute to the
overall situational awareness and crisis decision-making.</p>
</sec>
</sec>
<sec id="Ch1.S3.SS2">
  <title>Strong wind scenario</title>
<sec id="Ch1.S3.SS2.SSS1">
  <title>Storyline and roles</title>
      <p id="d1e2119">The strong-wind scenario was built based on the structure of the flood
scenario with necessary adjustments. The experiment was originally designed
for a combined training day of Finish civil protection services, meteorologists and
electricity company employees in the South Savo municipality. Therefore, the
territory and the game roles were selected as representative of the study
area. The South Savo municipality has a special landscape with (i) dense forest
areas, (ii) power lines above the ground that are vulnerable to strong winds
and falling trees, (iii) lake areas attracting numerous boatmen during the
summer, and (iv) the urban areas of Mikkeli and Juva. In the storyline, we
illustrate areas A–C to represent the variety of these different
areas (Fig. 2b). Area A represents the urban area of Mikkeli with a
year-round population of 50 000. The game takes place in mid-July
and starts on Friday, 24 h prior the Jurassic Rock festival and Sulkavan
Soutu boat race. The music festival is expected to attract an additional
25 000 persons to Mikkeli (Area A) and 4000 boatmen to the boat race on the lake
at Sulkava (Area B). The urban area also includes a lot of critical
infrastructure like chemical factories, hospitals and shops that are
dependent on a continuous electricity supply. Finally, Area C mainly contents
the road leading from Juva to Sulkava, which is a crucial evacuation route
for civil protection services when facing<?pagebreak page519?> emergencies at the lake areas. Since the
road tends to get blocked by falling trees in storms, it was
included into the game storyline to create an additional challenge for the
civil protection service's decisions.</p>
      <p id="d1e2122">The players of the strong-wind scenario act as (i) meteorologists, who
interpret the NWP model information to the customers and issue warnings (and
the corresponding meteorological bulletin); (ii) civil protection services, which make
decisions for possible evacuation of public events (e.g. Jurassic Rock
festival); (iii) electricity companies, which manage the maintenance of
electricity distribution to the customers considering the related economic
constraints (see worksheet for strong-wind scenario in Appendix A). The
electricity company representatives are especially challenged to divide
their resources effectively in order to fix potential power cuts as quickly
as possible and ensure the electricity supply in the area. Similarly to the
flood scenario, the biggest challenge for the players refers to the
protection of the festival planned for Saturday.</p>
</sec>
<sec id="Ch1.S3.SS2.SSS2">
  <title>Input data and simulations</title>
      <p id="d1e2131">The timeline in the strong-wind simulations is 24 h before the public
events. Given the rapid development tendency, the small size and the short
life cycle of convective storms, the forecast time is among the shortest lead
times in weather phenomena, making forecasting a real challenge. Therefore,
each round is chosen to be in terms of hours prior to the event (i.e.
round 1 – 24 h, round 2 – 6 h, round 3 – 1 h ahead) in the ANYCaRE game (Fig. 3b).
From meteorological perspective, the scenario imitates the so-called “Asta”
strong-wind event that happened in 2010 and caused financial losses of over
EUR 20 million (Astola et al., 2014). This particular event
was selected because most of the trainees for whom the experiment was
designed had indeed experienced strong Asta winds. Living through the event
again (but without knowing it at the beginning of the game) and facing it
under different circumstances, the players were offered the possibility to
compare the existing tools to the new impact tools and to realize the
possible consequences of such a strong-wind event in different situations
(e.g. occurrence during daytime on the busiest summer weekend compared to
the original event that took place during night).</p>
      <p id="d1e2134">The simulations replicate the KRIVAT briefing. KRIVAT is a platform
supporting collaboration between enterprises managing critical
infrastructure and authorities managing major disruptions to services (more
information available at <uri>https://www.erillisverkot.fi/en/services</uri>, last access: 11 March 2019). During
KRIVAT briefings different actors held a teleconference on Fridays to
receive a weather outlook for the weekend. In the first round (24 h prior to
the event), the GM provides information about the synoptic situation and the
meteorological forecast of ECMWF and the Global Forecast System (GFS) in the
area. The scenario also presents imaginary but realistic cascading effects
and unpredictable events such as falling trees over the power lines and,
subsequently, power outages in critical areas (e.g. close to the chemical
factory). In such urgent situations, the civil protection service needs to react
fast to cooperate and communicate with the meteorologists and the
electricity company's staff. In each round, existing tools with only weather
information are presented in the first trial, whereas the second trial
provides additional impact-based tools. In particular, in the second trial,
meteorologists receive model calculations outputs from the “Expert System
for Consequence Analysis and Preparing for Emergencies” (ESCAPE) model
calculations and interpret them for civil protection services. The
ESCAPE model has been designed for evaluating the dispersion of toxic gases
into the atmosphere and the effects on humans and the environment (Kukkonen et al., 2017).
Second-trial tools emphasize the identification of the severity of
the convective cells, their detailed route and the economic impact
estimation that is particularly interesting to the electricity company. A
common approach for the automatic identification and short-term forecasting
of thunderstorms is the object-oriented storm tracking, which follows the
movement of individual storms from remote-sensing data and extrapolates the
storms based on the tracking information (Rossi et
al., 2013). Severity categories of convective cells are classified by using
failure data from the electricity company and comprise interesting input
for forecasters and civil protection services. This information is assumed to
also facilitate the optimization of electricity grid actions undertaken by
the electricity company. Also, in the second trial, the civil protection service has
access to the A4FINN platform and the available impact map. A4FINN, a
product developed for the municipality of South Savo by the ANYWHERE H2020
project, combines weather model outputs and data from different sources
with impact estimations. For instance, the emergency response plans of the
civil protection services are now connected with weather information, which brings
the experienced and less experienced emergency responders to the same level
when making decisions. The platform provides a tool indicating the weather
situation severity level in different municipalities. A4FINN includes
relevant weather parameters and a map product, which shows the automatic,
suggested preparedness level of the civil protection services.</p>

      <?xmltex \floatpos{t}?><fig id="Ch1.F4" specific-use="star"><label>Figure 4</label><caption><p id="d1e2142">From <bold>(a)</bold> to <bold>(d)</bold>: players debate during the role-playing
simulations of ANYCaRE in <bold>(a)</bold> the Helsinki experiment
(21 September 2017),
<bold>(b)</bold> the Grenoble experiment (24 January 2018), <bold>(c)</bold> the UGA experiment
(11 April 2018) and <bold>(d)</bold> the Mikkeli experiment (17 May 2018). <bold>(e)</bold> Example
of players' post-experiment debriefing post-it notes (photo taken in the Helsinki experiment).</p></caption>
            <?xmltex \igopts{width=497.923228pt}?><graphic xlink:href="https://nhess.copernicus.org/articles/19/507/2019/nhess-19-507-2019-f04.png"/>

          </fig>

</sec>
</sec>
</sec>
<sec id="Ch1.S4">
  <title>ANYCaRE testing and applications</title>
      <p id="d1e2182">The first ANYCaRE experiment was carried out in the frame of the ANYWHERE
European project workshop in Helsinki (Finland) on September 2017. This
workshop gathered 161 attendees including partners of the project and
external organizations involving researchers, forecasters, civil protection
services and representatives of related companies in Europe. A game session was
organized with a group of sixteen players to compose the virtual EOC of
Anywhere<?pagebreak page520?> City and play the flood scenario (Fig. 4a). The main purpose of the
experiment was to check the validity of the scenario and test the
functionality of the game with experts from different fields and agencies
across Europe (Table 3). Another flood game testing was organized 4
months later in a European scientific meeting in Grenoble (France) which had
the similar goal of confirming improvements and enhancing the game-mastering
experience before further application. Among participants in the two test
experiments there were PhD students and researchers in weather-related
hazards, developers and modellers, emergency managers and operational
forecasters (Fig. 4b). Therefore, player experiences in weather-induced
risk modelling and management ranged from low (i.e. <inline-formula><mml:math id="M4" display="inline"><mml:mrow><mml:mo>&lt;</mml:mo><mml:mn mathvariant="normal">5</mml:mn></mml:mrow></mml:math></inline-formula> years) or
no operational experience to high (i.e. <inline-formula><mml:math id="M5" display="inline"><mml:mrow><mml:mo>&gt;</mml:mo><mml:mn mathvariant="normal">10</mml:mn></mml:mrow></mml:math></inline-formula> years), providing genuine diversity to be reflected in the games.</p>

<?xmltex \floatpos{t}?><table-wrap id="Ch1.T4" specific-use="star"><label>Table 4</label><caption><p id="d1e2208">Information for the game sessions conducted within ANYCaRE.</p></caption><oasis:table frame="topbot"><oasis:tgroup cols="6">
     <oasis:colspec colnum="1" colname="col1" align="left"/>
     <oasis:colspec colnum="2" colname="col2" align="center"/>
     <oasis:colspec colnum="3" colname="col3" align="left"/>
     <oasis:colspec colnum="4" colname="col4" align="left"/>
     <oasis:colspec colnum="5" colname="col5" align="right"/>
     <oasis:colspec colnum="6" colname="col6" align="left"/>
     <oasis:thead>
       <oasis:row>
         <oasis:entry colname="col1">Experiment,</oasis:entry>
         <oasis:entry colname="col2">Date</oasis:entry>
         <oasis:entry colname="col3">Implementation</oasis:entry>
         <oasis:entry colname="col4">Main purposes</oasis:entry>
         <oasis:entry colname="col5">Number</oasis:entry>
         <oasis:entry colname="col6">Players' profile</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">location</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4"/>
         <oasis:entry colname="col5">of players</oasis:entry>
         <oasis:entry colname="col6"/>
       </oasis:row>
     </oasis:thead>
     <oasis:tbody>
       <oasis:row>
         <oasis:entry colname="col1">1st, Helsinki</oasis:entry>
         <oasis:entry colname="col2">21 Sep 2017</oasis:entry>
         <oasis:entry colname="col3">Flood scenario</oasis:entry>
         <oasis:entry colname="col4">– Test the game</oasis:entry>
         <oasis:entry colname="col5">16</oasis:entry>
         <oasis:entry colname="col6">PhD students</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(Finland)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">functionality</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6">Researchers</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">– Identify needs for</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6">Developers</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">improvement</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6">Emergency managers</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">– Collect feedbacks on</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6">Operational forecasters</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">the usability of the</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">experiment and</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">potentialities for</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">future applications</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">2nd, Grenoble</oasis:entry>
         <oasis:entry colname="col2">24 Jan 2018</oasis:entry>
         <oasis:entry colname="col3">Flood scenario</oasis:entry>
         <oasis:entry colname="col4">– Test the game</oasis:entry>
         <oasis:entry colname="col5">8</oasis:entry>
         <oasis:entry colname="col6">PhD students</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(France)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">functionality after</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6">Researchers</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">the first round of</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">improvements</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6">Developers</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">– Frame the usability</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6">Emergency managers</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">of the experiment in</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6">Operational forecasters</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">specific future</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">events</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">3rd, UGA</oasis:entry>
         <oasis:entry colname="col2">11 Apr 2018</oasis:entry>
         <oasis:entry colname="col3">Flood scenario</oasis:entry>
         <oasis:entry colname="col4">– Increase students'</oasis:entry>
         <oasis:entry colname="col5">10</oasis:entry>
         <oasis:entry colname="col6">University students</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(Grenoble, France)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">awareness on given</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">weather-related risks</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">and relevant</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">responses</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">– Educate future</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">professionals and</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">potential</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">policymakers on</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">crisis management</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">challenges and</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">decision-making</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">processes</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">4th, Mikkeli</oasis:entry>
         <oasis:entry colname="col2">17 May 2018</oasis:entry>
         <oasis:entry colname="col3">Strong-wind</oasis:entry>
         <oasis:entry colname="col4">– Introduce new</oasis:entry>
         <oasis:entry colname="col5">12</oasis:entry>
         <oasis:entry colname="col6">Operational forecasters</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(Finland)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">scenario</oasis:entry>
         <oasis:entry colname="col4">impact tools to end-</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6">Civil protection</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">users</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6">Electricity company</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">– Collect feedback on</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">new developments</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">– Train experts/end-</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">users on crisis</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">decision-making</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">using new</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4">informational tools</oasis:entry>
         <oasis:entry colname="col5"/>
         <oasis:entry colname="col6"/>
       </oasis:row>
     </oasis:tbody>
   </oasis:tgroup></oasis:table></table-wrap>

      <p id="d1e2996">After the simulations, the game observers invited the players to provide
feedback on both the experiment set-up and the input data presented in the
game. The test experiments were considered successful since the game was
found “to be representative of the reality of flood crisis management” by
players who had the experience of such a situation and “clearly demonstrated
the benefit of certain products”. In both the Helsinki and Grenoble experiments,
players agreed that the simulations were motivating and “kept the stress”,
and the whole set-up was a “very representative group exercise”. That made
participants appreciate the game and recommend it for play in future
events. Players introduced further potentials for ANYCaRE, emphasizing the following:
<list list-type="bullet"><list-item>
      <p id="d1e3001">Training such as coaching emergency services sharpens
their emergency agility and alertness before the crisis strikes: “The game
can be used in my organization to test the emergency response” (Helsinki player); “I would like to use the game as part of the training in the
hospital emergency dissipation. Good way to improve their way of taking
decisions” (Grenoble player).</p></list-item><list-item>
      <p id="d1e3005">The educational context was useful: “It is a very useful exercise and I would love for it
to become also a tool to educate different segments of the population”
(Grenoble player).</p></list-item></list>
Considering such potentialities, two more experiments were organized in
spring 2018 as presented in Table 4. In the first experiment, 10
undergraduate students (3rd year of a Bachelor of Technology programme) of the
University of Grenoble Alpes (UGA) played ANYCaRE flood simulations as part
of their course (Fig. 4c). Students following this scientific and
professional training are especially prepared for a practical integration
into the operational world of water resources and risk management. The
benefit of this gaming practice was evaluated through a short questionnaire
answered both before and after gameplay.</p>
      <p id="d1e3009">The second experiment was integrated into the official annual training of the
Finnish stakeholders involved in the management of hazardous weather
emergencies (i.e. meteorological services/FMI, civil protection services in the
Eastern Finland region, electricity providers from “Järvi-Suomen
Energia”), which was held on May 2018 in Mikkeli (Finland) (Fig. 4d).
Impact products developed by the Finnish Meteorological Institute (FMI) were
introduced to the trainees with the aim of familiarizing end users with new
developments, introducing them to the products' beneficial use<?pagebreak page521?> as
operational decision-support tools and rehearsing their communication for an
effective response during weather hazards like strong winds. A
post-experiment questionnaire was also designed, in particular to assess whether the
game met the learning objectives as expected.</p>
      <p id="d1e3013">Based on improvements proposed by participants in the test experiments, the
game designers considered various ways to ease the gaming process in the two
new game sittings such as (i) documenting and distributing the input data for
every role in separate booklets, (ii) supplementing the initial worksheet
with more specific assignments for certain roles (e.g. road closing to be
decided by the road services representatives in the flood scenario),
(iii) distributing demanding roles according to the real-life competencies and
players' backgrounds (e.g. give forecasting responsibilities to players with
forecasting experience).</p>

<?xmltex \floatpos{p}?><table-wrap id="Ch1.T5" specific-use="star"><label>Table 5</label><caption><p id="d1e3019">Themes of the players' comments recorded in the post-it notes in the
debriefing phase of the four ANYCaRE experiments. Every comment was placed in
one theme. Post-it notes with more than one thematic annotation were assigned
to more themes to match comments to theme. </p></caption><oasis:table frame="topbot"><?xmltex \begin{scaleboxenv}{.95}[.95]?><oasis:tgroup cols="4">
     <oasis:colspec colnum="1" colname="col1" align="left"/>
     <oasis:colspec colnum="2" colname="col2" align="center"/>
     <oasis:colspec colnum="3" colname="col3" align="left"/>
     <oasis:colspec colnum="4" colname="col4" align="center"/>
     <oasis:thead>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">Positive comments on ANYCaRE</oasis:entry>
         <oasis:entry colname="col2">Instances</oasis:entry>
         <oasis:entry colname="col3">Improvements proposed for ANYCaRE</oasis:entry>
         <oasis:entry colname="col4">Instances</oasis:entry>
       </oasis:row>
     </oasis:thead>
     <oasis:tbody>
       <oasis:row>
         <oasis:entry colname="col1">The game enhances understanding of</oasis:entry>
         <oasis:entry colname="col2">8</oasis:entry>
         <oasis:entry colname="col3">Provide role-specific information to</oasis:entry>
         <oasis:entry colname="col4">8</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">emergency decision-making actors,</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">increase engagement</oasis:entry>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">processes and related challenges</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">The game is stimulating</oasis:entry>
         <oasis:entry colname="col2">6</oasis:entry>
         <oasis:entry colname="col3">Provide more explanations on the hydro-</oasis:entry>
         <oasis:entry colname="col4">7</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">meteorological input information</oasis:entry>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">The game is realistic</oasis:entry>
         <oasis:entry colname="col2">6</oasis:entry>
         <oasis:entry colname="col3">Provide more time for decision-making,</oasis:entry>
         <oasis:entry colname="col4">7</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">especially in the first round</oasis:entry>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">The game is useful as a training tool</oasis:entry>
         <oasis:entry colname="col2">4</oasis:entry>
         <oasis:entry colname="col3">Create a different pre-game decision-</oasis:entry>
         <oasis:entry colname="col4">5</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">making session for forecasters</oasis:entry>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">The game is a fun/ice-breaking exercise</oasis:entry>
         <oasis:entry colname="col2">4</oasis:entry>
         <oasis:entry colname="col3">Provide more information before the game</oasis:entry>
         <oasis:entry colname="col4">4</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">starts</oasis:entry>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">The game is useful as an education means</oasis:entry>
         <oasis:entry colname="col2">2</oasis:entry>
         <oasis:entry colname="col3">Distribute demanding forecasting roles</oasis:entry>
         <oasis:entry colname="col4">4</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">according to the real-life expertise</oasis:entry>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">The game demonstrates the benefit of</oasis:entry>
         <oasis:entry colname="col2">1</oasis:entry>
         <oasis:entry colname="col3">Give the players penalty scores/limited</oasis:entry>
         <oasis:entry colname="col4">3</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">modern impact-based vulnerability</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">resources</oasis:entry>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">information</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">The game is useful as an evaluation tool</oasis:entry>
         <oasis:entry colname="col2">1</oasis:entry>
         <oasis:entry colname="col3">Provide the input information concentrated</oasis:entry>
         <oasis:entry colname="col4">2</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">for new products</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">in a booklet</oasis:entry>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">It is interesting to enact a different role</oasis:entry>
         <oasis:entry colname="col2">1</oasis:entry>
         <oasis:entry colname="col3">Keep the worksheet short and simple (more</oasis:entry>
         <oasis:entry colname="col4">2</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">time dedicated to the discussion)</oasis:entry>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">The game facilitates collaborative</oasis:entry>
         <oasis:entry colname="col2">1</oasis:entry>
         <oasis:entry colname="col3">Add more roles and/or actions</oasis:entry>
         <oasis:entry colname="col4">1</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">argumentation and coordination</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">The game is well structured for its purpose</oasis:entry>
         <oasis:entry colname="col2">1</oasis:entry>
         <oasis:entry colname="col3">Keep the number of players small</oasis:entry>
         <oasis:entry colname="col4">1</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">Add more surprising/ triggering elements</oasis:entry>
         <oasis:entry colname="col4">1</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">along the scenario</oasis:entry>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">Provide feedback to the players after every</oasis:entry>
         <oasis:entry colname="col4">1</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">round</oasis:entry>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">Add other hazard scenarios and domino</oasis:entry>
         <oasis:entry colname="col4">1</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">effects (e.g. fires)</oasis:entry>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">Total number of instances</oasis:entry>
         <oasis:entry colname="col2">35</oasis:entry>
         <oasis:entry colname="col3">Total number of instances</oasis:entry>
         <oasis:entry colname="col4">47</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">Positive comments on the modern</oasis:entry>
         <oasis:entry colname="col2">Instances</oasis:entry>
         <oasis:entry colname="col3">Improvements proposed for the modern</oasis:entry>
         <oasis:entry colname="col4">Instances</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">products (input data in the simulations)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">products</oasis:entry>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">Improved (sometimes probabilistic)</oasis:entry>
         <oasis:entry colname="col2">4</oasis:entry>
         <oasis:entry colname="col3">Hydro-meteorological products are not</oasis:entry>
         <oasis:entry colname="col4">4</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">hydrological forecasts are very</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">trivial for non-forecasters</oasis:entry>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">informative</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">The multi-model outputs are useful and</oasis:entry>
         <oasis:entry colname="col2">3</oasis:entry>
         <oasis:entry colname="col3">Hydro-meteorological products should</oasis:entry>
         <oasis:entry colname="col4">4</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">are delivered directly to the end users</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">present additional parameters</oasis:entry>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">The products are clear and understandable</oasis:entry>
         <oasis:entry colname="col2">2</oasis:entry>
         <oasis:entry colname="col3">Better presentation of the crowdsourced</oasis:entry>
         <oasis:entry colname="col4">3</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">to the end user</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">info/social media</oasis:entry>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">Impact-based vulnerability information</oasis:entry>
         <oasis:entry colname="col2">1</oasis:entry>
         <oasis:entry colname="col3">Need for more detailed input data</oasis:entry>
         <oasis:entry colname="col4">1</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">(especially from social media) is useful</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">The development is relevant for</oasis:entry>
         <oasis:entry colname="col2">1</oasis:entry>
         <oasis:entry colname="col3">Some models need further development</oasis:entry>
         <oasis:entry colname="col4">1</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">operational use</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">Schematic illustrations should be translated</oasis:entry>
         <oasis:entry colname="col4">1</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3">into the spoken language (not in English)</oasis:entry>
         <oasis:entry colname="col4"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">Total number of instances</oasis:entry>
         <oasis:entry colname="col2">11</oasis:entry>
         <oasis:entry colname="col3">Total number of instances</oasis:entry>
         <oasis:entry colname="col4">14</oasis:entry>
       </oasis:row>
     </oasis:tbody>
   </oasis:tgroup><?xmltex \end{scaleboxenv}?></oasis:table></table-wrap>

</sec>
<?pagebreak page523?><sec id="Ch1.S5">
  <title>First results and discussion</title>
      <p id="d1e3701">The four experiments included a total of 46 players. All of them
orally participated in the debriefing phase and optionally quickly
recorded their main ideas on paper. Participants either commented on
positive remarks or suggestions for improvements related to the game itself
but also to the modern products provided as input data to support
decision-making in the simulations. Short textual annotations on post-it
notes were gathered and placed in the corresponding category on a board
to open the discussion (Fig. 4e). Table 4 presents a summary of the themes
in which the feedbacks are classified after qualitative analysis of the
players' written comments (Rebolledo-Mendez et al., 2009). In
the third experiment, the students replied also to short pre- and
post-experiment questionnaires. Similarly to previous studies on
role-playing gaming (Huyakorn et al., 2012), the questionnaires
comprised the same open questions to identify differences (if any) in
their perceptions on risk management after playing the ANYCaRE game. Trainees of
the fourth experiment had the opportunity to also provide detailed
feedback on the gaming experience and the related learning outcomes by
answering Likert-scale questions as well as complementary open questions
supplementing their statements.</p>
<sec id="Ch1.S5.SS1">
  <title>Feedbacks from observations of the gameplay and debriefing discussions</title>
<sec id="Ch1.S5.SS1.SSS1">
  <title>ANYCaRE is a valuable communication and learning tool</title>
      <p id="d1e3714">It is important for participants to feel that the game experience was
playable, the rules were understandable and the learning procedure was
attractive (Dieleman and
Huisingh, 2006; Turkay and Adinolf, 2012). After playing the ANYCaRE game, the
majority of participants in the four conducted experiments expressed their
satisfaction for the gaming experience. Based on the categorization of the
comments provided on post-it notes during the debriefing sessions, we found
that players noted their appreciation for the “stimulating” (six instances),
“very fun” (four instances) learning approach experienced in ANYCaRE (see
Table 4 for details of all comments and related instances). It was mentioned that
it was “very interesting to try roles different from the usual day-by-day
experience” (Helsinki player). The experiments were found to fulfil the main
hypothesis, that the game offers a safe environment in which to enact different
personas and gain a deeper understanding of the decision-making challenges
met by the involved actors (eight instances): “The game is a good way to start
handling emergency management with a different approach. Also, people that
are not in their own role can understand the struggles of the others”
(Grenoble player); “New experience that helps to understand better other
roles” (Mikkeli player); “Good way to put you in the shoes of actors” (UGA player).</p>
      <p id="d1e3717"><?xmltex \hack{\newpage}?>In all the experiments, the players recognized ANYCaRE scenarios as very
realistic and presented a strong commitment to the storytelling
(six instances): “Very real feeling and I really took the game seriously”
(Grenoble player); “Very good game and incredibly realistic!” (Mikkeli player).
During the feedback sessions in the Helsinki and Grenoble experiments
as well as in the Mikkeli training, ANYCaRE players discussed that
role playing was a good approach to bringing people from different institutions
together to share knowledge and experience while examining new (pre-)
operational tools and their potentialities. They often expressed their
preference on ANYCaRE's role-playing structure for training decision-making
skills on emergency management (four instances): “Would use this exercise in
our later trainings for civil protection” (Mikkeli player). On the other
hand, UGA students appreciated the game for educating them on their future
responsibilities: “Good exercise/learning for the following because it gives
concrete example”.</p>
</sec>
<sec id="Ch1.S5.SS1.SSS2">
  <title>Modern impact-based information increase the level of confidence in emergency management decisions</title>
      <p id="d1e3727">At the beginning of each round, the GMs described the existing
weather-related conditions and explained if and why the group decision taken
in the previous round was relevant or not to ensure safety with the minimum
losses. It appeared that the players in the test experiments as well as in
Mikkeli training already did a relatively good job in Trial 1 in the first
round (e.g. by evacuating scouts from the campsite before the occurrence of
a severe flash flood in area A in the flood scenario). Some players
in the Grenoble experiment mentioned that improved forecasts including
probabilistic information for exceeding return levels were very informative
(four instances). Though, in some experiments it was observed that advanced
meteorological forecasts such as high-resolution precipitation maps and
flood probabilistic forecasts provided in Trial 2 did not necessarily lead
to better decisions for emergency response. Still, this result may be
subject to specific skills of the players who acted as forecasters as well
as the overall experience of the participants in these sessions. For
instance, operational meteorologists participating in Mikkeli training were
able to detect significant signs about a potentially severe strong-wind
situation already from the first round, even with a limited amount of
information. Thus, they gave a very good briefing to the others, creating a
confident atmosphere in which other actors could select emergency actions.
This was not the case when the much less experienced UGA students played within the
flood simulations. Although differences between Trial 1 and Trial 2 were
not always obvious in terms of the selected emergency activity on the
worksheets, in most of the cases, players in the four experiments rated
their confidence more highly when they passed on to Trial 2.</p>
      <?pagebreak page524?><p id="d1e3730"><?xmltex \hack{\newpage}?>In the debriefing, some players of the flood scenario simulations mentioned
that detailed meteorological data are not trivial to non-forecasting-specialists (four instances): “Difficult information for operators
in emergency centres” (Helsinki player); “For a non-expert, it is difficult
to understand the probabilistic info provided by forecasting systems”
(Grenoble player). Yet, hydro-meteorological forecasting was observed to
dominate the decision-making and related discussion compared to impact
estimations in the first two experiments. The limited use of the new
impact-based tools in the game may be attributed to the lack of players'
familiarity with the new products opposed to previously seen operational
tools. Other potential explanations that require further examination may
include (i) inadequate understanding on how to handle the new impact
information during crisis, (ii) absence of trust in the new developments and
(iii) incapability of the adopted visualizations to convey helpful
information. In UGA experiment, where students were much less experienced
with the provided hydro-meteorological products, decisions between trials 1
and 2 changed greatly considering the impact-based vulnerability information
and, especially, the social media posts.</p>
      <p id="d1e3734">In the debriefing discussions, the players agreed that the information
provided, in particular from impact estimations and social media, was very useful
for better targeting their actions. Generally, in all the experiments players
seemed to largely rely on impact observations assumed as reported through
comments and pictures on social media. This was particularly the case in the
third and last rounds of the three flood-scenario experiments in which the
players completely changed their emergency decision after receiving a
crowdsourced image showing the bridge blockage with wood and debris. The
payers shifted from “no action” to the set-up of flood protection measures
in area C, and finally, the closure and maintenance of the bridge road in
Trial 2. The examples of modern impact-based vulnerability information
included in the experiments were found to reduce the overall uncertainty in
the decision-making process. The multi-model outputs were characterized as
useful, especially when accessible to multiple actors directly without the
need from mediation from other (governmental) agencies (three instances): “The
ability to offer and share valuable data or information directly to consumer
is brilliant. It avoids putting someone's safety in the hands of government
decision makers” (Grenoble player). Expert forecasters and members of the
civil protection service in Mikkeli experiment found that the variety of information
presented through the A4FINN tool and impact-based maps helped them to shape
a holistic view of the situation and increased their confidence in
decision-making. The players of all experiments acknowledged that the
variety of new products enhanced their sureness about choosing specific emergency
activities and communicated in particular areas.</p>
</sec>
</sec>
<sec id="Ch1.S5.SS2">
  <title>Analysis of the post-experiment questionnaires responses</title>
      <p id="d1e3744">In the Grenoble experiment with UGA students, the 10 game participants were
asked the same three questions before and after playing the game to evaluate
the potential change in their perception related to weather-related crisis
management. The open questions were the following:
<list list-type="bullet"><list-item>
      <p id="d1e3749">What key words do the terms “crisis management” evoke for you?</p></list-item><list-item>
      <p id="d1e3753">What types of information are necessary to take a decision with respect to
an imminent inundation threat?</p></list-item><list-item>
      <p id="d1e3757">According to you, what challenges do crisis decision makers have to face when
flooding occurs?</p></list-item></list>
The qualitative analysis of the differences between the answers pre- and
post game indicates that students did not imagine how much
knowledge sharing, communication and coordination effort was needed for
crisis management. “Anticipation”, “information”, “communication” and
“actors” are key words that were not cited before the game but were cited
several times after the game. With respect to the second question related to
the type of information necessary for crisis decision-making, playing the
game did also make a difference. Students realized that not only were historical
data about peak discharge, damage or the identification of elements at
stake useful but so were weather prediction, vulnerability and accessibility
data, as well as more contextual information (like the ones concerning the
occurrence of big events potentially increasing temporarily the exposed
population). Finally, in terms of the perception of the
challenges faced by crisis decision makers, the players highlighted the
difficulty of managing the multitude of data, prioritizing actions in
order to better anticipate and making the optimal decisions without being
overwhelmed. Key words like “optimal decision/management”, “elements at
stake” and “anticipation” were mostly cited after playing the game.</p>
      <p id="d1e3761">After Mikkeli experiment, 5 of the 12 participants also provided
written responses to a questionnaire, which was targeted to evaluate the
usefulness of the ANYCaRE gaming simulations in the training process. This
low response rate could be attributed to the fact that everyone first
participated in the oral debriefing session and did not feel the need to add
any more comments. The questionnaire asked players to rate their
satisfaction in terms of training experience and applicability of their
learning on a five-level Likert scale. In agreement with the oral debriefing
discussion, most of the players who answered the questionnaire (3 out of 5)
noted that ANYCaRE fairly fulfilled their expectations, highlighting that
the simulations promote co-operation and communication between crucial
actors toward the formation of common situational awareness and preparedness
strategies. According to the players, forming the complete situational
picture is one of the main challenges in weather crisis management and it
was also depicted as a challenge while playing. Players evaluated the
learning outcomes of ANYCaRE though various questions. Nearly all
respondents stated that they learned a lot through playing. All of the
respondents highly rated their ability to apply this learning in their
professional environment and they largely proposed the gaming activity as a
relevant training tool. In summary, the respondents indicated the following
take-away messages:
<list list-type="bullet"><list-item>
      <p id="d1e3766">The training through the game was very pleasant. The process revealed the
importance of certain roles in the decision-making chain and taught the
significance of co-operation between multiple actors for efficient problem solving.</p></list-item><list-item>
      <p id="d1e3770">The lessons can be immediately applied in the corresponding agencies,
increasing preparedness for different weather-related situations. The
simulations help participants to get an overview of the multi-faceted demands in
emergency response and to identify products that can be used for the
anticipation of impacts in affected areas in the future.</p></list-item><list-item>
      <p id="d1e3774">The experiment proposes a flexible framework that can be easily adapted to
host the needs and purposes of different training activities (e.g. training
of the municipality lead group to weather-related hazardous events). With
certain modifications, ANYCaRE can be extended to other tabletop exercises
or to be digitalized to offer a modern multi-task and multi-role structure
for a deeper understanding of decision makers' challenges in weather crises.</p></list-item></list></p>
</sec>
<?pagebreak page525?><sec id="Ch1.S5.SS3">
  <title>ANYCaRe's limitations</title>
      <p id="d1e3783">The biggest challenge identified in the role-playing exercise is to engage
players equally and empower their active presence in the decision-making. In
our experiments and similarly in previous game studies, the personality of
the player was observed to be an important factor during the game, with the
more extrovert and talkative players dominating the decision-making and the
shyer ones participating much less in the debate (Mossoux et al., 2016). Shy players were
involved in the argumentation when they felt the need to defend a
specific priority related to their role. In addition to that, players
already experienced with certain processes and/or tools (e.g. experienced
forecasters in Mikklei training) tended to largely rely on their prior
expertise when leading decisions in the game. This may hinder the reflection
of certain facts tested in the experiment (e.g. confidence on
the decision-making based on the presented information). To facilitate the
representation and relevant intervention of all the roles and their
particularities in the debate, it was suggested that very detailed
responsibilities and constraints should be assigned to each role at the
beginning of the game; allowing the players to set up a common strategy with
others playing the same role (eight instances). Smaller groups with
up to 12 players were also perceived as more controllable and efficient to
prompt player's engagement in the game world.</p>
      <p id="d1e3786">The gaming process was diagnosed as having also limitations related to the
time needed for the players to understand the concept and get ready to play
(four instances) as well as processing of complex hydro-meteorological
information probably unfamiliar to some participants (seven instances). Although
the current level of complexity in ANYCaRE made the game to be stimulating
for the players, it was observed that the given hydro-meteorological
information was sometimes difficult to digest in a short time for
participants without forecasting expertise. Obviously, more time should be
given in the presentation and explanation of the elaborated data before the
simulation starts. Another perspective is to introduce level 1 simulations
in which the forecasters' group will work separately to prepare and deliver
forecasts to the emergency group (five instances).</p>
      <p id="d1e3789">Timing is overall an important issue, requiring a balance between having
adequate time for debate and decision-making and representing realistic
stressful crisis situations. Although the time available for taking and
recording decisions on the worksheets was increased after some propositions
made in the test experiments, players in the Mikkeli and UGA experiments still
found the 10 mins very limited, especially in the first round. However,
designers should consider that, as the total time required for the experiment
increases, the applicability of the game in different settings (e.g.
workshops, short training sessions) is hindered. A well-trained games master
is definitely necessary to clearly introduce material appropriate to the
players and guide them through the game, optimizing the total time required
for the experiment.</p>
</sec>
</sec>
<sec id="Ch1.S6" sec-type="conclusions">
  <title>Conclusions</title>
      <p id="d1e3799">This paper presents a role-playing experiment designed to investigate crisis
decision-making in weather-related risks. ANYCaRE allows us to explore how
decision makers and stakeholders interact with scientific and operational
outputs to better anticipate and respond to extreme and high-impact weather
and climate events in Europe. The experiment includes tabletop gaming
simulations on common hazards under consideration in European sites such as
(i) flooding and flash flooding, and (ii) strong winds and thunderstorms. From
September 2017 to May 2018 flood-based ANYCaRE was applied in two European
experiments and one educational experiment in a French university, whereas
the strong-wind scenario was played for training purposes with Finish
operational forecasters, emergency managers and stakeholders.</p>
      <p id="d1e3802">First results show that the ANYCaRE game aroused the interest and enthusiasm of
participants and offered to the players a protected environment to try out
emergency actions without facing true risks for human life. In<?pagebreak page526?> both
scenarios, the players affirmed that the simulations adequately reflected
situations found in the real world and facilitated their involvement in the
storytelling. It was observed that this participatory technique set a
playful and collaborative atmosphere between scientific partners and
stakeholders, generating fruitful debate on appropriate emergency decisions.
Players highlighted the value of communication between the involved actors,
which was successfully represented in the game. Compared to conventional
trainings, the gaming approach presents the possibility of introducing more
than one tool at a time to the end users, generating cross-interest in each
other's decision-support tools and related challenges in the
decision-making. Therefore, the gaming simulations sufficiently served the
educational and training goals of the experiments.</p>
      <p id="d1e3805">As a proof of concept, this first study did not include yet an explicit
evaluation of the products presented as inputs and their contribution to the
decision-making. At the final debriefing step of the experiments,
participants were rather encouraged to exchange knowledge, thoughts and
insights into their capabilities or difficulties in deciding and communicating their
action based on the available information and given constraints. In a broad
view, in all the experiments the players complied well with the scenario
requests. The main conclusion drawn from the first applications is that
modern multi-model outputs provided extra confidence in the decisions taken
in the first trials based solely on existing hydro-meteorological
information. Expert forecasters and members of the civil protection service in
Mikkeli experiment found that the variety of information presented through
impact-based tools helped them to shape a holistic view of the situation and
increased their confidence in decision-making. However, this fact was not
necessarily obvious when examining the group responses on the worksheets. It
appears that decision-making is largely influenced by personal attributes
such as prior experience on weather forecasting and familiarity with
disastrous events. Concerning the vulnerability information, all the players
of the ANYCaRE game agreed that online crowdsourcing tools might be a great
provider of ground facts necessary to enhance situational awareness of
authorities, especially in cases of high hydro-meteorological uncertainties
and forecasting failures. Future developments were suggested to geolocate
the social media content to help emergency responders to clearly identify
places where urgent action is needed. Nevertheless, interviews conducted
with emergency communication experts in the context of the ANYWHERE project
also show that the reliability of such crowdsourcing information is a
concern and there is a necessity to check the information in real time and
potentially counter false rumours as soon as they emerge (Müller et al., 2017).</p>
      <p id="d1e3808">Communication to the public was only a small part of the players' duties in
ANYCaRE's first implementations. To simplify the game the players did not
have to compose an emergency message by themselves but had some
simplified examples to choose from. Therefore, choosing the relevant
official emergency response and deciding on whether that should be
communicated to the population in specific locations of the study area was
considered the main responsibility of the emergency group. When the
hypothetical crowdsourcing system indicated the bridge blockage in Anywhere
City, for example, the emergency group of flood experiments decided to
inform the public immediately of the imminent risk. The players opted for
specific guidance, indicating that the public should stay away from the bridge and
the festival area. Other communication aspects could be addressed in the
future by asking players to choose a specific format and delivery method for the
conveyed information. That would enable us to examine what their
criteria are for the distribution of understandable and usable messages to the public.</p>
      <p id="d1e3812">Rather than a single tabletop role-playing game, we vision ANYCaRE as a broad
experiment campaign that will encompass various versions of games to be
applied in different settings. Applications to other weather-induced risks
such as wildfires were also encouraged by participants in the past
experiments and are discussed for implementation. A series of future
expansions is considered to (i) adjust scenarios to other weather hazards
including multi-hazard cases and complex cascading effects commonly
challenging European cities, (ii) test additional models and technological
innovations (e.g. crowdsourcing tools, dialogue systems, internet-based
apps) and (iii) establish other formats of serious gaming such as online or
board games to attract different audiences (e.g. stakeholders, general
public, pupils) and, subsequently, enlarge the amount and variety of
feedbacks on weather crisis decision-making. Online playing would allow the
player to experience multiple simulations until they establish a deeper
understanding of relevant interpretations of the new information and
successful paradigms for emergency responses. Such developments will offer a
floor for testing hypotheses on the usefulness of new products and their
reception by experts or the public. ANYCaRE, whether digitalized or played
online,
could be used as a communication tool between developers of new
decision-support tools and end users to provide a feedback loop for further
improvements to developers. More targeted questions could be examined: “Is
the product user-friendly and easily understood?”; “Does it make
decision-making easier for the users?”; “If yes, what is the
characteristic that makes it useful (e.g. the spatial or temporal
specificity, precision)?”; “If not, then what needs to be improved?”.
When the game refers to the general public, more detailed questions dedicated
to risk communication could be addressed: “Does the population at risk
receive the risk/warning information and emergency messages through the
selected mean(s)?”; “Are the timing and geographic specificity of the
messages appropriate to interrupt the public's daily routine activities in
favour of crisis-related preparedness and protection?”. Our ultimate
purpose is to draw more detailed conclusions on the effectiveness of
impact-based forecast visualizations and delivered warning<?pagebreak page527?> and emergency
messages (i.e. content, structure and format) in terms of comprehension and
mobilization of action. Such knowledge is a prerequisite for the anticipation
of effective crisis communication strategies and relevant emergency
responses to prevailing weather threats.</p><?xmltex \hack{\newpage}?>
</sec>

      
      </body>
    <back><notes notes-type="dataavailability"><title>Data availability</title>

      <p id="d1e3820">The qualitative data used to assess the game are all summarized in Table 4.</p>
  </notes><?xmltex \hack{\clearpage}?><app-group>

<?pagebreak page528?><app id="App1.Ch1.S1">
  <title/>

<?xmltex \floatpos{h!}?><table-wrap id="App1.Ch1.T1"><?xmltex \hack{\hsize\textwidth}?><label>Table AA.1</label><caption><p id="d1e3835">Worksheet with predefined list of emergency and communication
activities delivered to players of the flood scenario.</p></caption><oasis:table frame="topbot"><oasis:tgroup cols="3">
     <oasis:colspec colnum="1" colname="col1" align="left"/>
     <oasis:colspec colnum="2" colname="col2" align="center"/>
     <oasis:colspec colnum="3" colname="col3" align="center"/>
     <oasis:thead>
       <oasis:row>
         <oasis:entry colname="col1">Flood scenario/worksheet for emergency activities to be considered for the following day</oasis:entry>
         <oasis:entry colname="col2">Trial</oasis:entry>
         <oasis:entry colname="col3">Trial</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2">1</oasis:entry>
         <oasis:entry colname="col3">2</oasis:entry>
       </oasis:row>
     </oasis:thead>
     <oasis:tbody>
       <oasis:row>
         <oasis:entry colname="col1">(1) No action is performed. You just follow the weather updates and keep monitoring the</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">situation.</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(2) Activate the emergency operation centre to coordinate the rescue services and</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">operational forces. You may choose to take one or more of the following precautionary</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">measures:</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(a) Set up flood protection measures in area A     area B     area C</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(b) Anticipate or delay school pick-up time in area A     area B</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(c) Cancel the school and the school-related transportation in area A     area B</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(d) Close the main roads in area A     area B     area C</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(please circle the area(s) of your choice or indicate it in the trial)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">(e) Cancel the festival planned for the weekend in area C.</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(3) Activate the emergency plan to trigger evacuation of exposed areas and vulnerable</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">populations. You may choose to take one or more of the following emergency measures:</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(a) Evacuate campsite in area A.</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(b) Evacuate schools or shelter pupils in schools in area B.</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(c) Evacuate the festival in area C (if the day of the party).</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(d) Evacuate and shelter the population in area A     area B     area C</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(please circle the area(s) of your choice or indicate it in the trial)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(e) Clean/maintain the bridge in area C.</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">(f) Close the bridge road in area C.</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(4) Deactivate the emergency measures for area A     area B     area C</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">(please circle the area(s) of your choice or indicate it in the trial)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">Please rank your confidence on your decisions from 1 (no confident) to 5 (very confident):</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">Flood scenario/worksheet for communication activities</oasis:entry>
         <oasis:entry colname="col2">Trial</oasis:entry>
         <oasis:entry colname="col3">Trial</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2">1</oasis:entry>
         <oasis:entry colname="col3">2</oasis:entry>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(1) No information to communicate.</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(2) Notify and forewarn about fake news and rumours shared in social media.</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(3) Provide general advice for safety. For example, “Ask for information before travelling”/</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">“Do not drive into flooded areas. If floodwaters rise around your car, abandon the car and</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">move to higher ground if you can do so safely.”</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">area A     area B     area C</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(3) Inform the public of the emergency plan and communicate the decisions taken in</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">“Emergency activities” card (choices in B and C). For example, order schools directions or</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">the residents in general to evacuate. “Evacuate immediately. Be sure to lock your home as</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">you leave. If you have time, disconnect utilities and appliances. Return home only when</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">authorities indicate it is safe.”</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">area A     area B     area C</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">(please circle the area(s) of your choice or indicate it in the trial)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">Please rank your confidence in your decisions from 1 (no confident) to 5 (very confident):</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
     </oasis:tbody>
   </oasis:tgroup></oasis:table></table-wrap>

<?xmltex \hack{\clearpage}?><?xmltex \floatpos{h!}?><table-wrap id="App1.Ch1.T2"><?xmltex \hack{\hsize\textwidth}?><label>Table AA.2</label><caption><p id="d1e4282">Worksheet with predefined list of emergency and communication
activities delivered to players of the wind scenario.</p></caption><oasis:table frame="topbot"><oasis:tgroup cols="3">
     <oasis:colspec colnum="1" colname="col1" align="left"/>
     <oasis:colspec colnum="2" colname="col2" align="center"/>
     <oasis:colspec colnum="3" colname="col3" align="center"/>
     <oasis:thead>
       <oasis:row>
         <oasis:entry colname="col1">Wind scenario/worksheet for emergency, electricity companies and meteorologist's activities</oasis:entry>
         <oasis:entry colname="col2">Trial</oasis:entry>
         <oasis:entry colname="col3">Trial</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">to be considered for the following 24/6/1 h time period</oasis:entry>
         <oasis:entry colname="col2">1</oasis:entry>
         <oasis:entry colname="col3">2</oasis:entry>
       </oasis:row>
     </oasis:thead>
     <oasis:tbody>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">Meteorologists' decisions (other actors can comment):</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(1) Issue the LUOVA bulletin (please circle your choice)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">Yes     No</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(2) Issue the DANGER bulletin (please circle your choice)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">Yes     No</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">(3) Alert the level of LUOVA bulletin? (please circle one colour level)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">Civil protection's decisions (other actors can comment):</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">No action is performed. You just follow the weather updates and the possible LUOVA-</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">bulletin's monitoring.</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(5) Activate the emergency operation centre to coordinate the rescue services and</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">operational forces. You may choose to take one or more of the following precautionary</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">measures:</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(a) Cancel the Jurassic Rock festival in area A.</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">(b) Cancel the Sulkavan Soudut boat race in area C.</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(6) Activate the emergency plan to trigger evacuation of exposed areas and vulnerable</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">populations. You may choose to take one or more of the following emergency measures:</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(a) Evacuate/stop the camping in the area A.</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(b) Evacuate/stop the whole festival in the area A.</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(c) Evacuate/stop the boat event in area B.</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(d) Evacuate the population in (please circle the area(s) of your choice)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">area A     area B     area C</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(e) Are your resources sufficient? (circle one)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">Yes     No     Maybe</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">(f) Alert level of the civil protection? (circle one)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">The electricity company's decisions (other actors can comment):</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(7) Activate the emergency operation centre for coordinating the forces. (circle your</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">choice)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">Yes     No</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(8) How many repair teams will be sufficient to prepare for the situation? (circle</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">one) (circle one)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">1     2     3     4     5     more</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(9) Are your resources sufficient? (circle one)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">Yes     No     Maybe</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(10) Alert the level of the civil protection? (circle one)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">green     yellow     orange     red</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(11) The coordination of the road clearance (fallen trees):</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(a) Do you need clearance action in some of the areas? (please circle one or more areas</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">and decide who is responsible)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">Area A     Area B     Area C</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(b) Responsible institution?</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">Area A: electricity company/civil protection</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">Area B: electricity company/civil protection</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">Area C: electricity company/civil protection</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
     </oasis:tbody>
   </oasis:tgroup></oasis:table></table-wrap>

<?xmltex \hack{\clearpage}?><?xmltex \hack{\addtocounter{table}{-1}}?><?xmltex \floatpos{h!}?><table-wrap id="App1.Ch1.T3"><?xmltex \hack{\hsize\textwidth}?><label>Table AA.3</label><caption><p id="d1e4770">Continued.</p></caption><oasis:table frame="topbot"><oasis:tgroup cols="3">
     <oasis:colspec colnum="1" colname="col1" align="left"/>
     <oasis:colspec colnum="2" colname="col2" align="center"/>
     <oasis:colspec colnum="3" colname="col3" align="center"/>
     <oasis:thead>
       <oasis:row>
         <oasis:entry colname="col1">Wind scenario/worksheet for emergency, electricity companies and meteorologist's activities</oasis:entry>
         <oasis:entry colname="col2">Trial</oasis:entry>
         <oasis:entry colname="col3">Trial</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">to be considered for the following 24/6/1 h time period</oasis:entry>
         <oasis:entry colname="col2">1</oasis:entry>
         <oasis:entry colname="col3">2</oasis:entry>
       </oasis:row>
     </oasis:thead>
     <oasis:tbody>
       <oasis:row>
         <oasis:entry colname="col1">(12) Deactivate the emergency measures for (please circle the area(s) of your choice):</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">area A     area B     area C</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">Please rank your confidence on your decisions from 1 (not confident) to 5 (very confident):</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">Wind scenario/communication activities:</oasis:entry>
         <oasis:entry colname="col2">Trial</oasis:entry>
         <oasis:entry colname="col3">Trial</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1"/>
         <oasis:entry colname="col2">1</oasis:entry>
         <oasis:entry colname="col3">2</oasis:entry>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">(1) No information to communicate.</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(2) Inform the public of the hazard: (please circle the area(s) of your choice)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">area A     area B     area C</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(3) Inform the customers (electricity) about the situation: (please circle the area(s) of your</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">choice)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">area A     area B     area C</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(4) Inform the media: (please circle your choice)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">Yes     No</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">(5) Inform the public of the emergency plan and communicate the decisions taken</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">in “Emergency activities”: (please circle the area(s) of your choice)</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row rowsep="1">
         <oasis:entry colname="col1">area A     area B     area C</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
       <oasis:row>
         <oasis:entry colname="col1">Please rank your confidence in your decisions from 1 (not confident) to 5 (very confident):</oasis:entry>
         <oasis:entry colname="col2"/>
         <oasis:entry colname="col3"/>
       </oasis:row>
     </oasis:tbody>
   </oasis:tgroup></oasis:table></table-wrap>

<?xmltex \hack{\clearpage}?>
</app>
  </app-group><notes notes-type="authorcontribution"><title>Author contributions</title>

      <p id="d1e4995">The order of the authors' names reflects the size of
their contribution to the writing of this paper.</p>
  </notes><notes notes-type="competinginterests"><title>Competing interests</title>

      <p id="d1e5001">The authors declare that they have no conflict of interest.</p>
  </notes><ack><title>Acknowledgements</title><p id="d1e5008">This project has received funding from the European Union's Horizon 2020
research and innovation programme (H2020-DRS-1-2015) under grant agreement no. 700099. <?xmltex \hack{\newline}?><?xmltex \hack{\newline}?>
Edited by: Sven Fuchs <?xmltex \hack{\newline}?>
Reviewed by: Giovanna Lucia Piangiamore and one anonymous referee</p></ack><ref-list>
    <title>References</title>

      <ref id="bib1.bib1"><label>1</label><mixed-citation>
Abt, C. C.: Serious Games, Viking Press, New York, 1970.</mixed-citation></ref>
      <ref id="bib1.bib2"><label>2</label><mixed-citation>
Alharthi, S. A., LaLone, N., Khalaf, A. S., Torres, R. C., Nacke, L. E., Dolgov,
I., and Toups, Z. O.: Practical insights into the design of future disaster
response training simulations, in: Proc. 15th ISCRAM Conference, May 2018,
Rochester, NY, USA, 818–830, 2018.</mixed-citation></ref>
      <ref id="bib1.bib3"><label>3</label><mixed-citation>
Astola, H., Molinier, M., Simons, M., and Susila, P.: Forest stem volume and
storm damage mapping in Finland and Russia, in: IEEE International Geoscience
and Remote Sensing Symposium (IGARSS), 13–18 July 2014, Quebec City, Canada, 2309–2312, 2014.</mixed-citation></ref>
      <ref id="bib1.bib4"><label>4</label><mixed-citation>Aylett, R., Louchart, S., Tychsen, A., Hitchens, M., Figueiredo, R., and Mata,
C. D.: Managing Emergent Character-Based Narrative, in: Proc. 2nd Int. Conf.
Intell. Technol. Interact. Entertain., 8–10 January 2008, Cancun, Mexico,
<ext-link xlink:href="https://doi.org/10.4108/ICST.INTETAIN2008.2468" ext-link-type="DOI">10.4108/ICST.INTETAIN2008.2468</ext-link>, 2008.</mixed-citation></ref>
      <ref id="bib1.bib5"><label>5</label><mixed-citation>
Backlund, P. and Hendrix, M.: Educational games – Are they worth the effort?
A literature survey of the effectiveness of serious games, in: IEEE 2013 5th
International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES),
11–13 September 2013, Poole, UK, 1–8, 2013.</mixed-citation></ref>
      <ref id="bib1.bib6"><label>6</label><mixed-citation>Bogner, K. and Kalas, M.: Error-correction methods and evaluation of an ensemble
based hydrological forecasting system for the Upper Danube catchment, Atmos.
Sci. Lett., 9, 95–102, <ext-link xlink:href="https://doi.org/10.1002/asl.180" ext-link-type="DOI">10.1002/asl.180</ext-link>, 2008.</mixed-citation></ref>
      <ref id="bib1.bib7"><label>7</label><mixed-citation>
Bogost, I.: Persuasive Games. The Expressive Power of Videogames, Mit Press,
Cambridge, Massachusetts, 2007.</mixed-citation></ref>
      <ref id="bib1.bib8"><label>8</label><mixed-citation>
Bowman, S. L.: The functions of role-playing games: how participants create
community, solve problems and explore identity, editedb by: Jefferson, N. C.,
McFarland &amp; Co., Jefferson, North Carolina, USA, 2010.</mixed-citation></ref>
      <ref id="bib1.bib9"><label>9</label><mixed-citation>Boyle, E. A., Macarthur, E. W., Connolly, T. M., Hainey, T., Manea, M., Kärki,
A., and Van Rosmalen, P.: A narrative literature review of games, animations
and simulations to teach research methods and statistics, Comput. Educ., 74,
1–14, <ext-link xlink:href="https://doi.org/10.1016/j.compedu.2014.01.004" ext-link-type="DOI">10.1016/j.compedu.2014.01.004</ext-link>, 2014.</mixed-citation></ref>
      <ref id="bib1.bib10"><label>10</label><mixed-citation>
Cover, J. A. G.: Tabletop Role-Playing Games: Perspectives from Narrative, Game,
and Rhetorical Theory, Graduate Faculty of North Carolina State University, Raleigh, 2005.</mixed-citation></ref>
      <ref id="bib1.bib11"><label>11</label><mixed-citation>
Cover, J. A. G.: The creation of narrative in tabletop role-playing games,
McFarland &amp; Company, Jefferson, North Carolina, USA, 2010.</mixed-citation></ref>
      <ref id="bib1.bib12"><label>12</label><mixed-citation>Creutin, J. D., Borga, M., Gruntfest, E., Lutoff, C., Zoccatelli, D., and Ruin,
I.: A space and time framework for analyzing human anticipation of flash floods,
J. Hydrol., 482, 14–24, <ext-link xlink:href="https://doi.org/10.1016/j.jhydrol.2012.11.009" ext-link-type="DOI">10.1016/j.jhydrol.2012.11.009</ext-link>, 2013.</mixed-citation></ref>
      <ref id="bib1.bib13"><label>13</label><mixed-citation>Crichton, M. T., Flin, R., and Rattray, W. a. R.: Training Decision Makers – Tactical
Decision Games, J. Conting. Cris. Manage., 8, 208–217, <ext-link xlink:href="https://doi.org/10.1111/1468-5973.00141" ext-link-type="DOI">10.1111/1468-5973.00141</ext-link>, 2000.</mixed-citation></ref>
      <ref id="bib1.bib14"><label>14</label><mixed-citation>Demeritt, D., Nobert, S., Cloke, H. L., and Pappenberger, F.: The European
Flood Alert System and the communication, perception, and use of ensemble
predictions for operational flood risk management, Hydrol. Process., 27,
147–157, <ext-link xlink:href="https://doi.org/10.1002/hyp.9419" ext-link-type="DOI">10.1002/hyp.9419</ext-link>, 2013.</mixed-citation></ref>
      <ref id="bib1.bib15"><label>15</label><mixed-citation>Dieleman, H. and Huisingh, D.: Games by which to learn and teach about
sustainable development: exploring the relevance of games and experiential
learning for sustainability, J. Clean. Prod., 14, 837–847, <ext-link xlink:href="https://doi.org/10.1016/j.jclepro.2005.11.031" ext-link-type="DOI">10.1016/j.jclepro.2005.11.031</ext-link>, 2006.</mixed-citation></ref>
      <ref id="bib1.bib16"><label>16</label><mixed-citation>
Di Loreto, I., Mora, S., and Divitini, M.: Collaborative serious games for
crisis management: an overview, in: 2012 IEEE 21st International Workshop on
Enabling Technologies: Infrastructure for Collaborative Enterprises,
25–27 June 2012, Washington, D.C., USA, 352–357, 2012.</mixed-citation></ref>
      <ref id="bib1.bib17"><label>17</label><mixed-citation>
Djaouti, D., Alvarez, J., and Jessel, J. P.: Classifying serious games: the
G/P/S model, in: Handbook of research on improving learning and motivation
through educational games: Multidisciplinary approaches, IGI Global, Hershey,
PA, USA, 118–136, 2011.</mixed-citation></ref>
      <ref id="bib1.bib18"><label>18</label><mixed-citation>Dottori, F., Kalas, M., Salamon, P., Bianchi, A., Alfieri, L., and Feyen, L.:
An operational procedure for rapid flood risk assessment in Europe, Nat. Hazards
Earth Syst. Sci., 17, 1111–1126, <ext-link xlink:href="https://doi.org/10.5194/nhess-17-1111-2017" ext-link-type="DOI">10.5194/nhess-17-1111-2017</ext-link>, 2017.</mixed-citation></ref>
      <ref id="bib1.bib19"><label>19</label><mixed-citation>
Drachen, A., Copier, M., Hitchens, M., Montola, M., Eladhari, M. P., and Stenros,
J.: Role-Playing Games: The State of Knowledge, in: Breaking New Ground:
Innovation in Games, Play, Practice and Theory, in: vol. 6, Proceedings of
DiGRA 2009, September 2009, Brunel University, Brunel, p. 13, 2009.</mixed-citation></ref>
      <ref id="bib1.bib20"><label>20</label><mixed-citation>
Friman, R.: The Crisis Game, Simul. Gaming, 22, 382–388, 1991.</mixed-citation></ref>
      <ref id="bib1.bib21"><label>21</label><mixed-citation>
Garcia Londoño, C. and Fearnley, C.: Adapted Technologies for Early Warning
Systems: Playing with Uncertainty, in: Proc. EPFL-UNESCO Tech4Dev 2018: Voices
of the Global South, 27–29 June 2018, Lausanne, Switzerland, 2018.</mixed-citation></ref>
      <ref id="bib1.bib22"><label>22</label><mixed-citation>
Heinsoo, R., Collins, A., and Wyatt, J.: Dungeons &amp; Dragons Player's Handbook:
Arcane, Divine, and Martial Heroes (Roleplaying Game Core Rules), Wizards of
the Coast, Renton, WA, USA, 2008.</mixed-citation></ref>
      <ref id="bib1.bib23"><label>23</label><mixed-citation>
Hémon, D. and Jougla, E.: The heat wave in France in August 2003, Epidemiol.
Public Heal. d'Epidémiologie Santé Publique, 52, 3–5, 2004.</mixed-citation></ref>
      <ref id="bib1.bib24"><label>24</label><mixed-citation>
Huang, C.-C., Yeh, T.-K., Li, T.-Y., and Chang, C.-Y.: The Idea Storming Cube:
Evaluating the Effects of Using Game and Computer Agent to Support Divergent
Thinking, Educ. Technol. Soc., 13, 180–191, 2010.</mixed-citation></ref>
      <ref id="bib1.bib25"><label>25</label><mixed-citation>
Huyakorn, P., Denpaiboon, C., Kanegae, H., and Management, A. C. F.: Role-play
Gaming Simulation for Flood Management on Cultural Heritage: A Case Study of
Ayutthaya Historic City, World Acad. Sci., 6, 111–116, 2012.</mixed-citation></ref>
      <?pagebreak page532?><ref id="bib1.bib26"><label>26</label><mixed-citation>Kolb, D. A.: Experiential Learning: Experience as The Source of Learning and
Development, Prentice Hall, Inc., Englewood Cliffs, NJ, 20–38, <ext-link xlink:href="https://doi.org/10.1016/B978-0-7506-7223-8.50017-4" ext-link-type="DOI">10.1016/B978-0-7506-7223-8.50017-4</ext-link>, 1984.</mixed-citation></ref>
      <ref id="bib1.bib27"><label>27</label><mixed-citation>Kox, T., Lüder, C., and Gerhold, L.: Anticipation and Response: Emergency
Services in Severe Weather Situations in Germany, Int. J. Disast. Risk Sci.,
9, 116–128, <ext-link xlink:href="https://doi.org/10.1007/s13753-018-0163-z" ext-link-type="DOI">10.1007/s13753-018-0163-z</ext-link>, 2018.</mixed-citation></ref>
      <ref id="bib1.bib28"><label>28</label><mixed-citation>Kukkonen, J., Nikmo, J., and Riikonen, K.: An improved version of the consequence
analysis model for chemical emergencies, ESCAPE, Atmos. Environ., 150, 198–209,
<ext-link xlink:href="https://doi.org/10.1016/j.atmosenv.2016.11.050" ext-link-type="DOI">10.1016/j.atmosenv.2016.11.050</ext-link>, 2017.</mixed-citation></ref>
      <ref id="bib1.bib29"><label>29</label><mixed-citation>
Lee, Y. I., Trim, P., Upton, J., and Upton, D.: Large emergency-response
exercises: Qualitative characteristics – A survey, Simul. Gaming, 40, 726–751, 2009.</mixed-citation></ref>
      <ref id="bib1.bib30"><label>30</label><mixed-citation>
Linehan, C., Lawson, S., and Doughty, M.: Tabletop Prototyping of Serious Games
for `Soft Skills' Training, in: IEEE 2009 Conference in Games and Virtual
Worlds for Serious Applications, 23–24 March 2009, Coventry, UK, 182–185, 2009a.</mixed-citation></ref>
      <ref id="bib1.bib31"><label>31</label><mixed-citation>
Linehan, C., Lawson, S., Doughty, M., Kirman, B., Pool, B., and Ln, U. K.:
There's no `I' in `Emergency Management Team': Designing and evaluating a
serious game for training emergency managers in group decision making skills,
in: Proceedings of the 39th Conference of the Society for the Advancement of
Games &amp; Simulations in Education and Training, Innovation North-Leeds Metropolitan
University, Leeds, 20–27, 2009b.</mixed-citation></ref>
      <ref id="bib1.bib32"><label>32</label><mixed-citation>
Luther, J., Hainsworth, A., Tang, X., Harding, J., Torres, J., and Fanchiotti,
M.: World Meteorological Organization (WMO) – Concerted International Efforts
for Advancing Multi-hazard Early Warning Systems, in: WLF 2017: Advancing
Culture of Living with Landslides, edited by: Sassa, K., Mikoš, M., and Yin,
Y., Springer, Cham, 129–141, 2017.</mixed-citation></ref>
      <ref id="bib1.bib33"><label>33</label><mixed-citation>
Mayer, I. S.: The gaming of policy and the politics of gaming: A review, Simul.
Gaming, 40, 825–862, 2009.</mixed-citation></ref>
      <ref id="bib1.bib34"><label>34</label><mixed-citation>Mayer, R., Sprenger, R., Tait, M., Macfarlane, K., and Wyse, P.: Portugal's
biggest wildfire: `We all thought we were going to die' – video, Guard,
available at: <ext-link xlink:href="https://www.theguardian.com/world/video/2017/sep/19/portugals-biggest-wildfire-we-all-thought-we-were-going-to-die-video">https://www.theguardian.com/world/video/2017/sep/19/</ext-link>,
last access: 30 September 2017.</mixed-citation></ref>
      <ref id="bib1.bib35"><label>35</label><mixed-citation>Meesters, K. and Van De Walle, B.: Disaster in my backyard: A serious game
introduction to disaster information management, in: ISCRAM 2013 Conference
Proceedings – 10th International Conference on Information Systems for
Crisis Response and Management, May 2013, Baden-Baden, Germany, 145–150,
available at: <uri>http://www.scopus.com/inward/record.url?eid=2-s2.0-84905667190&amp;partnerID=40&amp;md5=131a291cf538fcc5dd82d813e39a85fe</uri>
(last access: 11 March 2019), 2013.</mixed-citation></ref>
      <ref id="bib1.bib36"><label>36</label><mixed-citation>
Metello, M. G., Casanova, M. A., and de Carvalho, M. T. M.: Using Serious Game
Techniques to Simulate Emergency Situations, GeoInfo, 28, 121–182, 2008.</mixed-citation></ref>
      <ref id="bib1.bib37"><label>37</label><mixed-citation>Mossoux, S., Delcamp, A., Poppe, S., Michellier, C., Canters, F., and Kervyn,
M.: Hazagora: Will you survive the next disaster?-A serious game to raise
awareness about geohazards and disaster risk reduction, Nat. Hazards Earth Syst.
Sci., 16, 135–147, <ext-link xlink:href="https://doi.org/10.5194/nhess-16-135-2016" ext-link-type="DOI">10.5194/nhess-16-135-2016</ext-link>, 2016.</mixed-citation></ref>
      <ref id="bib1.bib38"><label>38</label><mixed-citation>Müller, A., Gebhardt, O., Kuhlicke, C., Capone, F., Terti, G., Ruin, I.,
and Gebhardt, O.: Deliverable 1.2: Report on needs and requirements from the
users including advises on how to address ethical, legal and environmental
issues, available at: <uri>http://www.anywhere-h2020.eu/</uri> (last access: 11 March 2019), 2017.</mixed-citation></ref>
      <ref id="bib1.bib39"><label>39</label><mixed-citation>
Oulhaci M. A., Tranvouez, E., Fournier, S., and Espinasse, B.: A multi-agent
system for learner assessment in serious games: Application to learning processes
in crisis management, in: IEEE 7th International Conference on Research
Challenges in Information Science (RCIS), 29–31 May 2013, Paris, France, 1–12, 2013.</mixed-citation></ref>
      <ref id="bib1.bib40"><label>40</label><mixed-citation>Pappenberger, F., Stephens, E., Thielen, J., Salamon, P., Demeritt, D.,
van Andel, S. J., Wetterhall, F., and Alfieri, L.: Visualizing probabilistic
flood forecast information: Expert preferences and perceptions of best practice
in uncertainty communication, Hydrol. Process., 27, 132–146, <ext-link xlink:href="https://doi.org/10.1002/hyp.9253" ext-link-type="DOI">10.1002/hyp.9253</ext-link>, 2013.</mixed-citation></ref>
      <ref id="bib1.bib41"><label>41</label><mixed-citation>Pasin, F. and Giroux, H.: The impact of a simulation game on operations
management education, Comput. Educ., 57, 1240–1254, <ext-link xlink:href="https://doi.org/10.1016/j.compedu.2010.12.006" ext-link-type="DOI">10.1016/j.compedu.2010.12.006</ext-link>, 2011.</mixed-citation></ref>
      <ref id="bib1.bib42"><label>42</label><mixed-citation>
Pereira, G., Prada, R., and Paiva, A.: Disaster Prevention Social Awareness:
The Stop Disasters! Case Study, in: IEEE 6th International Conference on Games
and Virtual Worlds for Serious Applications (VS-GAMES), 9–12 September 2014,
Valletta, Malta, 1–8, 2014.</mixed-citation></ref>
      <ref id="bib1.bib43"><label>43</label><mixed-citation>Petrucci, O., Papagiannaki, K., Aceto, L., Boissier, L., Kotroni, V., Grimalt,
M., Llasat, M. C., Llasat-Botija, M., Rosselló, J., Pasqua, A. A., and Vinet,
F.: MEFF: The database of MEditerranean Flood Fatalities (1980 to 2015), J.
Flood Risk Manage., e12461, <ext-link xlink:href="https://doi.org/10.1111/jfr3.12461" ext-link-type="DOI">10.1111/jfr3.12461</ext-link>, 2018.</mixed-citation></ref>
      <ref id="bib1.bib44"><label>44</label><mixed-citation>Poussin, J. K., Wouter Botzen, W. J., and Aerts, J. C. J. H.: Effectiveness of
flood damage mitigation measures: Empirical evidence from French flood disasters,
Global Environ. Change, 31, 74–84, <ext-link xlink:href="https://doi.org/10.1016/j.gloenvcha.2014.12.007" ext-link-type="DOI">10.1016/j.gloenvcha.2014.12.007</ext-link>, 2015.</mixed-citation></ref>
      <ref id="bib1.bib45"><label>45</label><mixed-citation>
Rebolledo-Mendez, G., Acramides, K., Freitas, S. D. E., and Memarzia, K.:
Societal impact of a serious game on raising public awareness, in: Proceedings
of the 2009 ACM SIGGRAPH Symposium on Video Games, Sandbox'09, New Orleans,
Louisiana, 15–22, 2009.</mixed-citation></ref>
      <ref id="bib1.bib46"><label>46</label><mixed-citation>
Robert, B. and Lajtha, C.: A new approach to crisis management, J. Contingen.
Crisis Manage., 10, 181–191, 2002.</mixed-citation></ref>
      <ref id="bib1.bib47"><label>47</label><mixed-citation>Rossi, P. J., Hasu, V., Halmevaara, K., Mäkelä, A., Koistinen, J., and
Pohjola, H.: Real-time hazard approximation of long-lasting convective storms
using emergency data, J. Atmos. Ocean Tech., 30, 538–555, <ext-link xlink:href="https://doi.org/10.1175/JTECH-D-11-00106.1" ext-link-type="DOI">10.1175/JTECH-D-11-00106.1</ext-link>, 2013.</mixed-citation></ref>
      <ref id="bib1.bib48"><label>48</label><mixed-citation>Ruin, I.: Conduite A contre-courant. Les pratiques de mobilité dans le Gard:
facteur de vulnérabilité aux crues rapides, available at:
<uri>http://tel.archives-ouvertes.fr/tel-00258018/fr/</uri> (last access: 11 March 2019), 2007.</mixed-citation></ref>
      <ref id="bib1.bib49"><label>49</label><mixed-citation>Ruin, I., Creutin, J. D., Anquetin, S., and Lutoff, C.: Human exposure to flash
floods – Relation between flood parameters and human vulnerability during a
storm of September 2002 in Southern France, J. Hydrol., 361, 199–213,
<ext-link xlink:href="https://doi.org/10.1016/j.jhydrol.2008.07.044" ext-link-type="DOI">10.1016/j.jhydrol.2008.07.044</ext-link>, 2008.</mixed-citation></ref>
      <ref id="bib1.bib50"><label>50</label><mixed-citation>Ruin, I., Lutoff, C., Boudevillain, B., Creutin, J.-D., Anquetin, S., Rojo, M.
B., Boissier, L., Bonnifait, L., Borga, M., Colbeau-Justin, L., Creton-Cazanave,
L., Delrieu, G., Douvinet, J., Gaume, E., Gruntfest, E., Naulin, J.-P., Payrastre,
O., and Vannier, O.: Social and Hydrological Responses to Extreme Precipitations:
An Interdisciplinary Strategy for Postflood Investigation, Weather Clim. Soc.,
6, 135–153, <ext-link xlink:href="https://doi.org/10.1175/WCAS-D-13-00009.1" ext-link-type="DOI">10.1175/WCAS-D-13-00009.1</ext-link>, 2014.</mixed-citation></ref>
      <?pagebreak page533?><ref id="bib1.bib51"><label>51</label><mixed-citation>
Salas, E., Wildman, J. L., and Piccolo, R. F.: Using Simulation-Based Training
to Enhance Management Education, Acad. Manage. Learn. Educ., 8, 559–573, 2009.</mixed-citation></ref>
      <ref id="bib1.bib52"><label>52</label><mixed-citation>
Smith, P., Pappenberger, F., Wetterhall, F., J, T., Krzeminski, B., Salamon, P.,
Muraro, D., Kalas, M., and Baugh, C.: On the operational implementation of the
European Flood Awareness System (EFAS), in: Flood Forecasting, edited by: Adams,
T. E. and Pagano, T. C., Academic Press, New York, 313–348, 2016., 2016b.</mixed-citation></ref>
      <ref id="bib1.bib53"><label>53</label><mixed-citation>Solinska-Nowak, A., Magnuszewski, P., Curl, M., French, A., Keating, A.,
Mochizuki, J., Liu, W., Mechler, R., et al.: An overview of serious games for
disaster risk management – Prospects and limitations for informing actions to
arrest increasing risk, Int. J. Disast. Risk Reduc., 31, 1013–1029,
<ext-link xlink:href="https://doi.org/10.1016/j.ijdrr.2018.09.001" ext-link-type="DOI">10.1016/j.ijdrr.2018.09.001</ext-link>, 2018.</mixed-citation></ref>
      <ref id="bib1.bib54"><label>54</label><mixed-citation>
Susi, T., Johannesson, M., and Backlund, P.: Serious Games – An Overview,
Elearning, 73, 1–28, 2007.</mixed-citation></ref>
      <ref id="bib1.bib55"><label>55</label><mixed-citation>Terti, G., Ruin, I., Anquetin, S., and Gourley, J. J.: Dynamic vulnerability
factors for impact-based flash flood prediction, Nat. Hazards, 79, 1481–1497,
<ext-link xlink:href="https://doi.org/10.1007/s11069-015-1910-8" ext-link-type="DOI">10.1007/s11069-015-1910-8</ext-link>, 2015.</mixed-citation></ref>
      <ref id="bib1.bib56"><label>56</label><mixed-citation>Terti, G., Ruin, I., Anquetin, S., and Gourley, J. J.: A Situation-Based
Analysis of Flash Flood Fatalities in the United States, B. Am. Meteorol. Soc.,
98, 333–345, <ext-link xlink:href="https://doi.org/10.1175/BAMS-D-15-00276.1" ext-link-type="DOI">10.1175/BAMS-D-15-00276.1</ext-link>, 2017.</mixed-citation></ref>
      <ref id="bib1.bib57"><label>57</label><mixed-citation>Terti, G., Ruin, I., Gourley, J. J., Kirstetter, P., Flaming, Z., Blanchet, J.,
Arthur, Z., and Anquetin, S.: Towards Probabilistic Prediction of Flash Flood
Human Impacts, Risk Anal., 39, 140–161, <ext-link xlink:href="https://doi.org/10.1111/risa.12921" ext-link-type="DOI">10.1111/risa.12921</ext-link>, 2019.
</mixed-citation></ref><?xmltex \hack{\newpage}?>
      <ref id="bib1.bib58"><label>58</label><mixed-citation>Thielen, J., Bartholmes, J., Ramos, M.-H., and de Roo, A.: The European Flood
Alert System – Part 1: Concept and development, Hydrol. Earth Syst. Sci., 13,
125–140, <ext-link xlink:href="https://doi.org/10.5194/hess-13-125-2009" ext-link-type="DOI">10.5194/hess-13-125-2009</ext-link>, 2009.</mixed-citation></ref>
      <ref id="bib1.bib59"><label>59</label><mixed-citation>Turkay, S. and Adinolf, S.: What do players (think they) learn in games?,
Procedia – Soc. Behav. Sci., 46, 3345–3349, <ext-link xlink:href="https://doi.org/10.1016/j.sbspro.2012.06.064" ext-link-type="DOI">10.1016/j.sbspro.2012.06.064</ext-link>, 2012.</mixed-citation></ref>
      <ref id="bib1.bib60"><label>60</label><mixed-citation>
Tychsen, A., Hitchens, M., Brolund, T., and Kavakli, M.: THE GAME MASTER, in:
Proceedings of the Second Australasian Conference on Interactive Entertainment,
Sydney, Australia, 215–222, 2007.</mixed-citation></ref>
      <ref id="bib1.bib61"><label>61</label><mixed-citation>UK Met Office, Deltares, &amp; Red Cross Red Crescent Climate Centre, available
at: <uri>https://understandrisk.org/wp-content/uploads/FBEA-Game-v5-1.pdf</uri>
(last access: 11 March 2019), 2018.</mixed-citation></ref>
      <ref id="bib1.bib62"><label>62</label><mixed-citation>
Van Ruijven, T. W. J.: Serious games as experiments for emergency management
research: a review, in: ISCRAM 2011: Proceedings of the 8th International
Conference on Information Systems for Crisis Response and Management,
8–11 May 2011, Lisbon, Portugal, 2011.</mixed-citation></ref>
      <ref id="bib1.bib63"><label>63</label><mixed-citation>Walker, W. E., Giddings, J., and Armstrong, S.: Environment, Training and
learning for crisis management using a virtual simulation/gaming, Cogn. Technol.
Work, 13, 163–173, <ext-link xlink:href="https://doi.org/10.1007/s10111-011-0176-5" ext-link-type="DOI">10.1007/s10111-011-0176-5</ext-link>, 2011.</mixed-citation></ref>
      <ref id="bib1.bib64"><label>64</label><mixed-citation>WMO: WMO Guidelines on Multi-Hazard Impact-based Forecast and Warning Services,
available at: <ext-link xlink:href="https://www.wmo.int/pages/prog/www/DPFS/Meetings/ET-OWFPS_Montreal2016/documents/WMOGuidelinesonMulti-hazardImpact-basedForecastandWarningServices.pdf">https://www.wmo.int/pages/prog/www/DPFS/Meetings/ET-OWFPS_Montreal2016</ext-link>
(last access: 11 March 2019), 2015.</mixed-citation></ref>

  </ref-list></back>
    <!--<article-title-html>ANYCaRE: a role-playing game to investigate  crisis decision-making and communication  challenges in weather-related hazards</article-title-html>
<abstract-html><p>This study proposes a role-playing experiment to explore the value of modern
impact-based weather forecasts on the decision-making process to (i) issue
warnings and manage the official emergency response under uncertainty and
(ii) communicate and trigger protective action at different levels of the
warning system across Europe. Here, flood or strong-wind game simulations
seek to represent the players' realistic uncertainties and dilemmas
embedded in the real-time forecasting-warning processes. The game was first
tested in two scientific workshops in Finland and France, where European
researchers, developers, forecasters and civil protection representatives
played the simulations. Two other game sessions were organized afterwards
(i) with undergraduate university students in France and (ii) with Finnish
stakeholders involved in the management of hazardous weather emergencies.
First results indicate that multi-model developments and crowdsourcing tools
increase the level of confidence in the decision-making under pressure. We
found that the role-playing approach facilitates interdisciplinary
cooperation and argumentation on emergency response in a fun and interactive
manner. The ANYCaRE experiment was proposed, therefore, as a valuable learning
tool to enhance participants' understanding of the complexities and
challenges met by various actors in weather-related emergency management.</p></abstract-html>
<ref-html id="bib1.bib1"><label>1</label><mixed-citation>
Abt, C. C.: Serious Games, Viking Press, New York, 1970.
</mixed-citation></ref-html>
<ref-html id="bib1.bib2"><label>2</label><mixed-citation>
Alharthi, S. A., LaLone, N., Khalaf, A. S., Torres, R. C., Nacke, L. E., Dolgov,
I., and Toups, Z. O.: Practical insights into the design of future disaster
response training simulations, in: Proc. 15th ISCRAM Conference, May 2018,
Rochester, NY, USA, 818–830, 2018.
</mixed-citation></ref-html>
<ref-html id="bib1.bib3"><label>3</label><mixed-citation>
Astola, H., Molinier, M., Simons, M., and Susila, P.: Forest stem volume and
storm damage mapping in Finland and Russia, in: IEEE International Geoscience
and Remote Sensing Symposium (IGARSS), 13–18 July 2014, Quebec City, Canada, 2309–2312, 2014.
</mixed-citation></ref-html>
<ref-html id="bib1.bib4"><label>4</label><mixed-citation>
Aylett, R., Louchart, S., Tychsen, A., Hitchens, M., Figueiredo, R., and Mata,
C. D.: Managing Emergent Character-Based Narrative, in: Proc. 2nd Int. Conf.
Intell. Technol. Interact. Entertain., 8–10 January 2008, Cancun, Mexico,
<a href="https://doi.org/10.4108/ICST.INTETAIN2008.2468" target="_blank">https://doi.org/10.4108/ICST.INTETAIN2008.2468</a>, 2008.
</mixed-citation></ref-html>
<ref-html id="bib1.bib5"><label>5</label><mixed-citation>
Backlund, P. and Hendrix, M.: Educational games – Are they worth the effort?
A literature survey of the effectiveness of serious games, in: IEEE 2013 5th
International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES),
11–13 September 2013, Poole, UK, 1–8, 2013.
</mixed-citation></ref-html>
<ref-html id="bib1.bib6"><label>6</label><mixed-citation>
Bogner, K. and Kalas, M.: Error-correction methods and evaluation of an ensemble
based hydrological forecasting system for the Upper Danube catchment, Atmos.
Sci. Lett., 9, 95–102, <a href="https://doi.org/10.1002/asl.180" target="_blank">https://doi.org/10.1002/asl.180</a>, 2008.
</mixed-citation></ref-html>
<ref-html id="bib1.bib7"><label>7</label><mixed-citation>
Bogost, I.: Persuasive Games. The Expressive Power of Videogames, Mit Press,
Cambridge, Massachusetts, 2007.
</mixed-citation></ref-html>
<ref-html id="bib1.bib8"><label>8</label><mixed-citation>
Bowman, S. L.: The functions of role-playing games: how participants create
community, solve problems and explore identity, editedb by: Jefferson, N. C.,
McFarland &amp; Co., Jefferson, North Carolina, USA, 2010.
</mixed-citation></ref-html>
<ref-html id="bib1.bib9"><label>9</label><mixed-citation>
Boyle, E. A., Macarthur, E. W., Connolly, T. M., Hainey, T., Manea, M., Kärki,
A., and Van Rosmalen, P.: A narrative literature review of games, animations
and simulations to teach research methods and statistics, Comput. Educ., 74,
1–14, <a href="https://doi.org/10.1016/j.compedu.2014.01.004" target="_blank">https://doi.org/10.1016/j.compedu.2014.01.004</a>, 2014.
</mixed-citation></ref-html>
<ref-html id="bib1.bib10"><label>10</label><mixed-citation>
Cover, J. A. G.: Tabletop Role-Playing Games: Perspectives from Narrative, Game,
and Rhetorical Theory, Graduate Faculty of North Carolina State University, Raleigh, 2005.
</mixed-citation></ref-html>
<ref-html id="bib1.bib11"><label>11</label><mixed-citation>
Cover, J. A. G.: The creation of narrative in tabletop role-playing games,
McFarland &amp; Company, Jefferson, North Carolina, USA, 2010.
</mixed-citation></ref-html>
<ref-html id="bib1.bib12"><label>12</label><mixed-citation>
Creutin, J. D., Borga, M., Gruntfest, E., Lutoff, C., Zoccatelli, D., and Ruin,
I.: A space and time framework for analyzing human anticipation of flash floods,
J. Hydrol., 482, 14–24, <a href="https://doi.org/10.1016/j.jhydrol.2012.11.009" target="_blank">https://doi.org/10.1016/j.jhydrol.2012.11.009</a>, 2013.
</mixed-citation></ref-html>
<ref-html id="bib1.bib13"><label>13</label><mixed-citation>
Crichton, M. T., Flin, R., and Rattray, W. a. R.: Training Decision Makers – Tactical
Decision Games, J. Conting. Cris. Manage., 8, 208–217, <a href="https://doi.org/10.1111/1468-5973.00141" target="_blank">https://doi.org/10.1111/1468-5973.00141</a>, 2000.
</mixed-citation></ref-html>
<ref-html id="bib1.bib14"><label>14</label><mixed-citation>
Demeritt, D., Nobert, S., Cloke, H. L., and Pappenberger, F.: The European
Flood Alert System and the communication, perception, and use of ensemble
predictions for operational flood risk management, Hydrol. Process., 27,
147–157, <a href="https://doi.org/10.1002/hyp.9419" target="_blank">https://doi.org/10.1002/hyp.9419</a>, 2013.
</mixed-citation></ref-html>
<ref-html id="bib1.bib15"><label>15</label><mixed-citation>
Dieleman, H. and Huisingh, D.: Games by which to learn and teach about
sustainable development: exploring the relevance of games and experiential
learning for sustainability, J. Clean. Prod., 14, 837–847, <a href="https://doi.org/10.1016/j.jclepro.2005.11.031" target="_blank">https://doi.org/10.1016/j.jclepro.2005.11.031</a>, 2006.
</mixed-citation></ref-html>
<ref-html id="bib1.bib16"><label>16</label><mixed-citation>
Di Loreto, I., Mora, S., and Divitini, M.: Collaborative serious games for
crisis management: an overview, in: 2012 IEEE 21st International Workshop on
Enabling Technologies: Infrastructure for Collaborative Enterprises,
25–27 June 2012, Washington, D.C., USA, 352–357, 2012.
</mixed-citation></ref-html>
<ref-html id="bib1.bib17"><label>17</label><mixed-citation>
Djaouti, D., Alvarez, J., and Jessel, J. P.: Classifying serious games: the
G/P/S model, in: Handbook of research on improving learning and motivation
through educational games: Multidisciplinary approaches, IGI Global, Hershey,
PA, USA, 118–136, 2011.
</mixed-citation></ref-html>
<ref-html id="bib1.bib18"><label>18</label><mixed-citation>
Dottori, F., Kalas, M., Salamon, P., Bianchi, A., Alfieri, L., and Feyen, L.:
An operational procedure for rapid flood risk assessment in Europe, Nat. Hazards
Earth Syst. Sci., 17, 1111–1126, <a href="https://doi.org/10.5194/nhess-17-1111-2017" target="_blank">https://doi.org/10.5194/nhess-17-1111-2017</a>, 2017.
</mixed-citation></ref-html>
<ref-html id="bib1.bib19"><label>19</label><mixed-citation>
Drachen, A., Copier, M., Hitchens, M., Montola, M., Eladhari, M. P., and Stenros,
J.: Role-Playing Games: The State of Knowledge, in: Breaking New Ground:
Innovation in Games, Play, Practice and Theory, in: vol. 6, Proceedings of
DiGRA 2009, September 2009, Brunel University, Brunel, p. 13, 2009.
</mixed-citation></ref-html>
<ref-html id="bib1.bib20"><label>20</label><mixed-citation>
Friman, R.: The Crisis Game, Simul. Gaming, 22, 382–388, 1991.
</mixed-citation></ref-html>
<ref-html id="bib1.bib21"><label>21</label><mixed-citation>
Garcia Londoño, C. and Fearnley, C.: Adapted Technologies for Early Warning
Systems: Playing with Uncertainty, in: Proc. EPFL-UNESCO Tech4Dev 2018: Voices
of the Global South, 27–29 June 2018, Lausanne, Switzerland, 2018.
</mixed-citation></ref-html>
<ref-html id="bib1.bib22"><label>22</label><mixed-citation>
Heinsoo, R., Collins, A., and Wyatt, J.: Dungeons &amp; Dragons Player's Handbook:
Arcane, Divine, and Martial Heroes (Roleplaying Game Core Rules), Wizards of
the Coast, Renton, WA, USA, 2008.
</mixed-citation></ref-html>
<ref-html id="bib1.bib23"><label>23</label><mixed-citation>
Hémon, D. and Jougla, E.: The heat wave in France in August 2003, Epidemiol.
Public Heal. d'Epidémiologie Santé Publique, 52, 3–5, 2004.
</mixed-citation></ref-html>
<ref-html id="bib1.bib24"><label>24</label><mixed-citation>
Huang, C.-C., Yeh, T.-K., Li, T.-Y., and Chang, C.-Y.: The Idea Storming Cube:
Evaluating the Effects of Using Game and Computer Agent to Support Divergent
Thinking, Educ. Technol. Soc., 13, 180–191, 2010.
</mixed-citation></ref-html>
<ref-html id="bib1.bib25"><label>25</label><mixed-citation>
Huyakorn, P., Denpaiboon, C., Kanegae, H., and Management, A. C. F.: Role-play
Gaming Simulation for Flood Management on Cultural Heritage: A Case Study of
Ayutthaya Historic City, World Acad. Sci., 6, 111–116, 2012.
</mixed-citation></ref-html>
<ref-html id="bib1.bib26"><label>26</label><mixed-citation>
Kolb, D. A.: Experiential Learning: Experience as The Source of Learning and
Development, Prentice Hall, Inc., Englewood Cliffs, NJ, 20–38, <a href="https://doi.org/10.1016/B978-0-7506-7223-8.50017-4" target="_blank">https://doi.org/10.1016/B978-0-7506-7223-8.50017-4</a>, 1984.
</mixed-citation></ref-html>
<ref-html id="bib1.bib27"><label>27</label><mixed-citation>
Kox, T., Lüder, C., and Gerhold, L.: Anticipation and Response: Emergency
Services in Severe Weather Situations in Germany, Int. J. Disast. Risk Sci.,
9, 116–128, <a href="https://doi.org/10.1007/s13753-018-0163-z" target="_blank">https://doi.org/10.1007/s13753-018-0163-z</a>, 2018.
</mixed-citation></ref-html>
<ref-html id="bib1.bib28"><label>28</label><mixed-citation>
Kukkonen, J., Nikmo, J., and Riikonen, K.: An improved version of the consequence
analysis model for chemical emergencies, ESCAPE, Atmos. Environ., 150, 198–209,
<a href="https://doi.org/10.1016/j.atmosenv.2016.11.050" target="_blank">https://doi.org/10.1016/j.atmosenv.2016.11.050</a>, 2017.
</mixed-citation></ref-html>
<ref-html id="bib1.bib29"><label>29</label><mixed-citation>
Lee, Y. I., Trim, P., Upton, J., and Upton, D.: Large emergency-response
exercises: Qualitative characteristics – A survey, Simul. Gaming, 40, 726–751, 2009.
</mixed-citation></ref-html>
<ref-html id="bib1.bib30"><label>30</label><mixed-citation>
Linehan, C., Lawson, S., and Doughty, M.: Tabletop Prototyping of Serious Games
for `Soft Skills' Training, in: IEEE 2009 Conference in Games and Virtual
Worlds for Serious Applications, 23–24 March 2009, Coventry, UK, 182–185, 2009a.
</mixed-citation></ref-html>
<ref-html id="bib1.bib31"><label>31</label><mixed-citation>
Linehan, C., Lawson, S., Doughty, M., Kirman, B., Pool, B., and Ln, U. K.:
There's no `I' in `Emergency Management Team': Designing and evaluating a
serious game for training emergency managers in group decision making skills,
in: Proceedings of the 39th Conference of the Society for the Advancement of
Games &amp; Simulations in Education and Training, Innovation North-Leeds Metropolitan
University, Leeds, 20–27, 2009b.
</mixed-citation></ref-html>
<ref-html id="bib1.bib32"><label>32</label><mixed-citation>
Luther, J., Hainsworth, A., Tang, X., Harding, J., Torres, J., and Fanchiotti,
M.: World Meteorological Organization (WMO) – Concerted International Efforts
for Advancing Multi-hazard Early Warning Systems, in: WLF 2017: Advancing
Culture of Living with Landslides, edited by: Sassa, K., Mikoš, M., and Yin,
Y., Springer, Cham, 129–141, 2017.
</mixed-citation></ref-html>
<ref-html id="bib1.bib33"><label>33</label><mixed-citation>
Mayer, I. S.: The gaming of policy and the politics of gaming: A review, Simul.
Gaming, 40, 825–862, 2009.
</mixed-citation></ref-html>
<ref-html id="bib1.bib34"><label>34</label><mixed-citation>
Mayer, R., Sprenger, R., Tait, M., Macfarlane, K., and Wyse, P.: Portugal's
biggest wildfire: `We all thought we were going to die' – video, Guard,
available at: <a href="https://www.theguardian.com/world/video/2017/sep/19/portugals-biggest-wildfire-we-all-thought-we-were-going-to-die-video" target="_blank">https://www.theguardian.com/world/video/2017/sep/19/</a>,
last access: 30 September 2017.
</mixed-citation></ref-html>
<ref-html id="bib1.bib35"><label>35</label><mixed-citation>
Meesters, K. and Van De Walle, B.: Disaster in my backyard: A serious game
introduction to disaster information management, in: ISCRAM 2013 Conference
Proceedings – 10th International Conference on Information Systems for
Crisis Response and Management, May 2013, Baden-Baden, Germany, 145–150,
available at: <a href="http://www.scopus.com/inward/record.url?eid=2-s2.0-84905667190&amp;partnerID=40&amp;md5=131a291cf538fcc5dd82d813e39a85fe" target="_blank">http://www.scopus.com/inward/record.url?eid=2-s2.0-84905667190&amp;partnerID=40&amp;md5=131a291cf538fcc5dd82d813e39a85fe</a>
(last access: 11 March 2019), 2013.
</mixed-citation></ref-html>
<ref-html id="bib1.bib36"><label>36</label><mixed-citation>
Metello, M. G., Casanova, M. A., and de Carvalho, M. T. M.: Using Serious Game
Techniques to Simulate Emergency Situations, GeoInfo, 28, 121–182, 2008.
</mixed-citation></ref-html>
<ref-html id="bib1.bib37"><label>37</label><mixed-citation>
Mossoux, S., Delcamp, A., Poppe, S., Michellier, C., Canters, F., and Kervyn,
M.: Hazagora: Will you survive the next disaster?-A serious game to raise
awareness about geohazards and disaster risk reduction, Nat. Hazards Earth Syst.
Sci., 16, 135–147, <a href="https://doi.org/10.5194/nhess-16-135-2016" target="_blank">https://doi.org/10.5194/nhess-16-135-2016</a>, 2016.
</mixed-citation></ref-html>
<ref-html id="bib1.bib38"><label>38</label><mixed-citation>
Müller, A., Gebhardt, O., Kuhlicke, C., Capone, F., Terti, G., Ruin, I.,
and Gebhardt, O.: Deliverable 1.2: Report on needs and requirements from the
users including advises on how to address ethical, legal and environmental
issues, available at: <a href="http://www.anywhere-h2020.eu/" target="_blank">http://www.anywhere-h2020.eu/</a> (last access: 11 March 2019), 2017.
</mixed-citation></ref-html>
<ref-html id="bib1.bib39"><label>39</label><mixed-citation>
Oulhaci M. A., Tranvouez, E., Fournier, S., and Espinasse, B.: A multi-agent
system for learner assessment in serious games: Application to learning processes
in crisis management, in: IEEE 7th International Conference on Research
Challenges in Information Science (RCIS), 29–31 May 2013, Paris, France, 1–12, 2013.
</mixed-citation></ref-html>
<ref-html id="bib1.bib40"><label>40</label><mixed-citation>
Pappenberger, F., Stephens, E., Thielen, J., Salamon, P., Demeritt, D.,
van Andel, S. J., Wetterhall, F., and Alfieri, L.: Visualizing probabilistic
flood forecast information: Expert preferences and perceptions of best practice
in uncertainty communication, Hydrol. Process., 27, 132–146, <a href="https://doi.org/10.1002/hyp.9253" target="_blank">https://doi.org/10.1002/hyp.9253</a>, 2013.
</mixed-citation></ref-html>
<ref-html id="bib1.bib41"><label>41</label><mixed-citation>
Pasin, F. and Giroux, H.: The impact of a simulation game on operations
management education, Comput. Educ., 57, 1240–1254, <a href="https://doi.org/10.1016/j.compedu.2010.12.006" target="_blank">https://doi.org/10.1016/j.compedu.2010.12.006</a>, 2011.
</mixed-citation></ref-html>
<ref-html id="bib1.bib42"><label>42</label><mixed-citation>
Pereira, G., Prada, R., and Paiva, A.: Disaster Prevention Social Awareness:
The Stop Disasters! Case Study, in: IEEE 6th International Conference on Games
and Virtual Worlds for Serious Applications (VS-GAMES), 9–12 September 2014,
Valletta, Malta, 1–8, 2014.
</mixed-citation></ref-html>
<ref-html id="bib1.bib43"><label>43</label><mixed-citation>
Petrucci, O., Papagiannaki, K., Aceto, L., Boissier, L., Kotroni, V., Grimalt,
M., Llasat, M. C., Llasat-Botija, M., Rosselló, J., Pasqua, A. A., and Vinet,
F.: MEFF: The database of MEditerranean Flood Fatalities (1980 to 2015), J.
Flood Risk Manage., e12461, <a href="https://doi.org/10.1111/jfr3.12461" target="_blank">https://doi.org/10.1111/jfr3.12461</a>, 2018.
</mixed-citation></ref-html>
<ref-html id="bib1.bib44"><label>44</label><mixed-citation>
Poussin, J. K., Wouter Botzen, W. J., and Aerts, J. C. J. H.: Effectiveness of
flood damage mitigation measures: Empirical evidence from French flood disasters,
Global Environ. Change, 31, 74–84, <a href="https://doi.org/10.1016/j.gloenvcha.2014.12.007" target="_blank">https://doi.org/10.1016/j.gloenvcha.2014.12.007</a>, 2015.
</mixed-citation></ref-html>
<ref-html id="bib1.bib45"><label>45</label><mixed-citation>
Rebolledo-Mendez, G., Acramides, K., Freitas, S. D. E., and Memarzia, K.:
Societal impact of a serious game on raising public awareness, in: Proceedings
of the 2009 ACM SIGGRAPH Symposium on Video Games, Sandbox'09, New Orleans,
Louisiana, 15–22, 2009.
</mixed-citation></ref-html>
<ref-html id="bib1.bib46"><label>46</label><mixed-citation>
Robert, B. and Lajtha, C.: A new approach to crisis management, J. Contingen.
Crisis Manage., 10, 181–191, 2002.
</mixed-citation></ref-html>
<ref-html id="bib1.bib47"><label>47</label><mixed-citation>
Rossi, P. J., Hasu, V., Halmevaara, K., Mäkelä, A., Koistinen, J., and
Pohjola, H.: Real-time hazard approximation of long-lasting convective storms
using emergency data, J. Atmos. Ocean Tech., 30, 538–555, <a href="https://doi.org/10.1175/JTECH-D-11-00106.1" target="_blank">https://doi.org/10.1175/JTECH-D-11-00106.1</a>, 2013.
</mixed-citation></ref-html>
<ref-html id="bib1.bib48"><label>48</label><mixed-citation>
Ruin, I.: Conduite A contre-courant. Les pratiques de mobilité dans le Gard:
facteur de vulnérabilité aux crues rapides, available at:
<a href="http://tel.archives-ouvertes.fr/tel-00258018/fr/" target="_blank">http://tel.archives-ouvertes.fr/tel-00258018/fr/</a> (last access: 11 March 2019), 2007.
</mixed-citation></ref-html>
<ref-html id="bib1.bib49"><label>49</label><mixed-citation>
Ruin, I., Creutin, J. D., Anquetin, S., and Lutoff, C.: Human exposure to flash
floods – Relation between flood parameters and human vulnerability during a
storm of September 2002 in Southern France, J. Hydrol., 361, 199–213,
<a href="https://doi.org/10.1016/j.jhydrol.2008.07.044" target="_blank">https://doi.org/10.1016/j.jhydrol.2008.07.044</a>, 2008.
</mixed-citation></ref-html>
<ref-html id="bib1.bib50"><label>50</label><mixed-citation>
Ruin, I., Lutoff, C., Boudevillain, B., Creutin, J.-D., Anquetin, S., Rojo, M.
B., Boissier, L., Bonnifait, L., Borga, M., Colbeau-Justin, L., Creton-Cazanave,
L., Delrieu, G., Douvinet, J., Gaume, E., Gruntfest, E., Naulin, J.-P., Payrastre,
O., and Vannier, O.: Social and Hydrological Responses to Extreme Precipitations:
An Interdisciplinary Strategy for Postflood Investigation, Weather Clim. Soc.,
6, 135–153, <a href="https://doi.org/10.1175/WCAS-D-13-00009.1" target="_blank">https://doi.org/10.1175/WCAS-D-13-00009.1</a>, 2014.
</mixed-citation></ref-html>
<ref-html id="bib1.bib51"><label>51</label><mixed-citation>
Salas, E., Wildman, J. L., and Piccolo, R. F.: Using Simulation-Based Training
to Enhance Management Education, Acad. Manage. Learn. Educ., 8, 559–573, 2009.
</mixed-citation></ref-html>
<ref-html id="bib1.bib52"><label>52</label><mixed-citation>
Smith, P., Pappenberger, F., Wetterhall, F., J, T., Krzeminski, B., Salamon, P.,
Muraro, D., Kalas, M., and Baugh, C.: On the operational implementation of the
European Flood Awareness System (EFAS), in: Flood Forecasting, edited by: Adams,
T. E. and Pagano, T. C., Academic Press, New York, 313–348, 2016., 2016b.
</mixed-citation></ref-html>
<ref-html id="bib1.bib53"><label>53</label><mixed-citation>
Solinska-Nowak, A., Magnuszewski, P., Curl, M., French, A., Keating, A.,
Mochizuki, J., Liu, W., Mechler, R., et al.: An overview of serious games for
disaster risk management – Prospects and limitations for informing actions to
arrest increasing risk, Int. J. Disast. Risk Reduc., 31, 1013–1029,
<a href="https://doi.org/10.1016/j.ijdrr.2018.09.001" target="_blank">https://doi.org/10.1016/j.ijdrr.2018.09.001</a>, 2018.
</mixed-citation></ref-html>
<ref-html id="bib1.bib54"><label>54</label><mixed-citation>
Susi, T., Johannesson, M., and Backlund, P.: Serious Games – An Overview,
Elearning, 73, 1–28, 2007.
</mixed-citation></ref-html>
<ref-html id="bib1.bib55"><label>55</label><mixed-citation>
Terti, G., Ruin, I., Anquetin, S., and Gourley, J. J.: Dynamic vulnerability
factors for impact-based flash flood prediction, Nat. Hazards, 79, 1481–1497,
<a href="https://doi.org/10.1007/s11069-015-1910-8" target="_blank">https://doi.org/10.1007/s11069-015-1910-8</a>, 2015.
</mixed-citation></ref-html>
<ref-html id="bib1.bib56"><label>56</label><mixed-citation>
Terti, G., Ruin, I., Anquetin, S., and Gourley, J. J.: A Situation-Based
Analysis of Flash Flood Fatalities in the United States, B. Am. Meteorol. Soc.,
98, 333–345, <a href="https://doi.org/10.1175/BAMS-D-15-00276.1" target="_blank">https://doi.org/10.1175/BAMS-D-15-00276.1</a>, 2017.
</mixed-citation></ref-html>
<ref-html id="bib1.bib57"><label>57</label><mixed-citation>
Terti, G., Ruin, I., Gourley, J. J., Kirstetter, P., Flaming, Z., Blanchet, J.,
Arthur, Z., and Anquetin, S.: Towards Probabilistic Prediction of Flash Flood
Human Impacts, Risk Anal., 39, 140–161, <a href="https://doi.org/10.1111/risa.12921" target="_blank">https://doi.org/10.1111/risa.12921</a>, 2019.

</mixed-citation></ref-html>
<ref-html id="bib1.bib58"><label>58</label><mixed-citation>
Thielen, J., Bartholmes, J., Ramos, M.-H., and de Roo, A.: The European Flood
Alert System – Part 1: Concept and development, Hydrol. Earth Syst. Sci., 13,
125–140, <a href="https://doi.org/10.5194/hess-13-125-2009" target="_blank">https://doi.org/10.5194/hess-13-125-2009</a>, 2009.
</mixed-citation></ref-html>
<ref-html id="bib1.bib59"><label>59</label><mixed-citation>
Turkay, S. and Adinolf, S.: What do players (think they) learn in games?,
Procedia – Soc. Behav. Sci., 46, 3345–3349, <a href="https://doi.org/10.1016/j.sbspro.2012.06.064" target="_blank">https://doi.org/10.1016/j.sbspro.2012.06.064</a>, 2012.
</mixed-citation></ref-html>
<ref-html id="bib1.bib60"><label>60</label><mixed-citation>
Tychsen, A., Hitchens, M., Brolund, T., and Kavakli, M.: THE GAME MASTER, in:
Proceedings of the Second Australasian Conference on Interactive Entertainment,
Sydney, Australia, 215–222, 2007.
</mixed-citation></ref-html>
<ref-html id="bib1.bib61"><label>61</label><mixed-citation>
UK Met Office, Deltares, &amp; Red Cross Red Crescent Climate Centre, available
at: <a href="https://understandrisk.org/wp-content/uploads/FBEA-Game-v5-1.pdf" target="_blank">https://understandrisk.org/wp-content/uploads/FBEA-Game-v5-1.pdf</a>
(last access: 11 March 2019), 2018.
</mixed-citation></ref-html>
<ref-html id="bib1.bib62"><label>62</label><mixed-citation>
Van Ruijven, T. W. J.: Serious games as experiments for emergency management
research: a review, in: ISCRAM 2011: Proceedings of the 8th International
Conference on Information Systems for Crisis Response and Management,
8–11 May 2011, Lisbon, Portugal, 2011.
</mixed-citation></ref-html>
<ref-html id="bib1.bib63"><label>63</label><mixed-citation>
Walker, W. E., Giddings, J., and Armstrong, S.: Environment, Training and
learning for crisis management using a virtual simulation/gaming, Cogn. Technol.
Work, 13, 163–173, <a href="https://doi.org/10.1007/s10111-011-0176-5" target="_blank">https://doi.org/10.1007/s10111-011-0176-5</a>, 2011.
</mixed-citation></ref-html>
<ref-html id="bib1.bib64"><label>64</label><mixed-citation>
WMO: WMO Guidelines on Multi-Hazard Impact-based Forecast and Warning Services,
available at: <a href="https://www.wmo.int/pages/prog/www/DPFS/Meetings/ET-OWFPS_Montreal2016/documents/WMOGuidelinesonMulti-hazardImpact-basedForecastandWarningServices.pdf" target="_blank">https://www.wmo.int/pages/prog/www/DPFS/Meetings/ET-OWFPS_Montreal2016</a>
(last access: 11 March 2019), 2015.
</mixed-citation></ref-html>--></article>
