We find that crises experienced during the game, real-life based arguments provided by the players and own interpretations by the players are key factors in the co-creation process. These actors have diverse pre-game views, which are expressed through the game rules, arguments, game strategies, and game outcomes, and are confronted within the public space provided by the game. The game actors – game designers, game facilitators and players – primarily steer and influence the co-creation process. Second, through a qualitative method of analysis of the 10 game sessions in Uganda, we examine the factors and processes that influence knowledge co-creation. ![]() In this article, we first introduce a serious game, called DisCoord, as a public pedagogy tool that bridges diverse views and sets of knowledge of DRR stakeholders separated by spatial and socio-cultural domains. However, there is still a gap in understanding how serious games facilitate co-creation of knowledge. Serious games respond to the need for a community-based DRR approach as they encourage a collective recognition of societal issues and co-learning at the different levels of the DRR governance system. ![]() Yet, the prevailing top-down communication of risk and the expert-centered knowledge have a limited impact in bringing significant positive change. ![]() Effective disaster risk reduction (DRR) presupposes awareness among key stakeholders on the causal factors that exacerbate disaster risks as well as a feeling of ownership over proposed DRR measures.
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