Freedom Festival 2020 – By Tide of Humber

This weekend is Freedom Festival. Last year we were having an amazing time running the largest ever Earth Arcade in a big tent in the centre of Hull, talking to hundreds, if not thousands, of people about the environment and the research of the Energy and Environment Institute. It seems such a long time ago now and it seems even longer before we’ll be able to run our Earth Arcade again.

Part of our Earth Arcade at Freedom Festival 2020

We love Freedom Festival and have run our virtual reality activities during the Festival in 2015, 2016, 2017, and 2019. Honestly, it doesn’t feel right when we don’t get to play. This year’s Freedom Festival is fully online and even though we don’t have an Earth Arcade or are able to place headsets on people, we still have been involved in some of the activities for the Festival.

On Saturday 9th September, watch out for a cameo by Chris Skinner as a “real scientist”, as part of The Reset Lab’s Crazy Ideas programme, 3-5pm BST.

However, our main involvement has been behind the scenes of By Rising Tide of Humber. This brand new 360 video experience has been created by the University of Hull (led by Stewart Mottram) and BetaJester Ltd, funded by XR Stories. In the experience you meet poet Andrew Marvell in streets of 17th Century Hull, witnessing the flooding that he described within his works. The video can be viewed below and you can read more about the project here.

The view of 17th Century Hull, created by BetaJester using our computer model.

Unusually for us, we were not involved in the creation of the 360 experience itself, instead we used our expertise in using computer models to simulate flooding to recreate the descriptions within Andrew Marvell’s poetry. The flooding you see in the experience has been created using the outputs of our model.

To be able to do this, we needed to recreate 17th Century Hull to use in our model. The most difficult part was actually creating the land the city sits on, with our data coming from the present day and many changes having occurred in nearly 400 years, including building forward into the Estuary. Another issue was that although the data we used had been processed to show land surfaces only, the footprints of buildings and roads were still present and we needed to filter these out. Using this data along with historic maps of the city, we created contour lines for the 17th Century and produced our land surface from this.

The surface data for modern Hull. You can clearly still see the footprints of buildings and roads but we needed a smooth surface. The blue lines show the position of the waterfront during the 17th Century, further inland than the present day waterfront. The red lines show the 17th Century fortifications, an imprint still seen in the modern city, around the docks and Old Town.

The next step was to create the city itself. We added building, walls, roads, drains, and moats using a historical map that had been ‘georeferenced’ by research assistant, Helen Manning. She used identifiable features, such as road junctions and buildings that still exist, to stretch the image over a modern map. Working with Briony McDonagh, we used the map and historical records to add the heights and depths of these features to the land surface we had created.

Finally, we needed a flood. For this we used data for the 2013 storm surge taken from our Humber model. As sea levels were a little lower in the 17th Century we adjusted the water levels down slightly to account for this. We combined all the data together to produce the model in the video below. We then passed all this on to Betajester Ltd and they did their usual VR magic!

Our Research in Focus 1 – Hydrological modelling in data-sparse areas

Hydrological modelling using ensemble satellite rainfall estimates in a sparsely gauged river basin: The need for whole-ensemble calibration

Chris Skinner, Tim Bellerby, Helen Greatrex, and David Grimes.

Published in Journal of Hydrology, Volume 522, March 2015, 110-122

Read here (paywall) or free, non-formatted version here

Summary

This research highlighted some of the issues with using information from satellites to estimate how much rain has fallen over an area. Many satellite rainfall estimation methods cannot directly observe the rainfall itself, instead inferring the amount from other information, in this case the temperature of clouds – clouds cool whilst raining so if they are below a certain temperature it is likely they are raining. This method was pioneered by University of Reading’s TAMSAT team.

A map showing satellite derived rainfall estimates for Africa
Example of rainfall estimates derived from satellite information using the TAMSAT cold cloud duration method. Image from the TAMSAT website.

The relationship between cloud temperature and rainfall is not perfect and changes with distance and time, causing the rainfall estimates to be wrong in places. As we increase the detail we want to use the chances of it being wrong increase so to overcome this we can use lots and lots of repeat estimates – each using different relationships between cloud temperature and rain in different places and at different times – to create a set of results, each unique but with an equal likelihood of being correct.

Map of Senegal Basin area from the paper. Black dots show the location of the sparse network of rain gauges available for the research.

This set of estimates can be used to run different types of models – for example, to run crop yield models to help us predict how well crops will have grown. For this research they were used to run a hydrological model to predict how much water will have flowed through a river basin. These models rely on us tuning values in them so that the outputs closely match observed values, a process called calibration, but when you have a set of different rainfall estimates for the same period which do you use to perform the calibration? The method that produced the best results was to use all of them together.

Why does it matter?

In the UK, our rainfall is monitored by a long-established and well-funded network of rain gauges and rain radar, providing us with a high detailed view of rainfall across the whole country in near real-time. This wealth of data helps us operate detailed forecasting systems to predict rainfall in the future and inform warning systems for drought and flooding. However, in many parts of the globe these networks to observe rainfall do not exist.

Across sub-Saharan Africa, including in the Senegal River Basin that provided the case study for this work, the lack of ground instrumentation is particularly acute. To fill the gaps in the data satellite information is used to estimate rainfall but this is not as accurate or as detailed as networks of ground instruments. These estimates are used to determine drought and flood warnings and by insurance companies that pay out to farmers who have lost crops, and consequently income, due to a lack of rain. It is important we understand fully what satellite estimates are telling us so we can make the correct decisions.

Why should you read it?

If you are interested in learning more about rainfall estimation is data-sparse regions and/or hydrological modelling using uncertain probabilistic input data.

Crabby’s Reef – Out now!

Today is World Oceans Day, a day to reflect on the importance of the oceans and marine life. Sadly, it is also a day to reflect upon the damage we are doing them. We are all aware of the dumping of plastics into the ocean and the spread of micro-plastics, however, most of us are probably not aware of the hidden impacts of climate change on the oceans – ocean acidification.

Ocean acidification is caused when CO2 in the atmosphere is absorbed by oceans. The CO2 reacts with sea water creating carbonic acid. The large quantities of CO2 human activity is dumping into the atmosphere is increasing the amount absorbed by the oceans, causing the ocean waters to become more acidic over time. This all has impacts on ocean environments, like reefs, and can cause marine mammals difficulties in finding food and shelter.

Despite the potentially devastating impacts of ocean acidification, a study found that almost 75 % of the British public had never even heard of it.

Dr Christina Roggatz is a researcher at the Energy and Environment Institute and her work has been highlighting the impacts ocean acidification has on marine life, such as crabs. She has been taking her research into schools and providing students the opportunity to conduct their own experiments to better understand the issue. We worked together, supported by our friends at BetaJester, to produce our new game, Crabby’s Reef.

Crabby’s Reef is our first classic arcade-style game. You play as Crabby, a crab, and you need to collect food to keep your health up. You also have to avoid the octopuses that would make you dinner. The game play should be familiar but there is a twist – with each new level the acidification of the water increases a little, dampening your senses, making it harder to find food and avoid predators.

The game is not meant to teach you everything about ocean acidification, although there is more information on our game page, but we hope it will introduce the issue more widely and start some conversations. We also hope you have fun.

Crabby’s Reef is available to play on PC now on our site – visit the game page here.

This World Oceans Day we encourage you to support The Deep. The Deep is an international player in marine conservation, working on pioneering research schemes to protect the future of our oceans. Conservation is at the heart of everything they do. Without visitors during the Covid-19 lockdown, The Deep have lost valuable income required to continue this work. We urge you to please support them in any way you feel appropriate – visit their site – buy from their gift shop – donate directly.

Classic arcade booths (image by Steve Miller, used under license).

We have big plans for Crabby’s Reef. We have secured funding from the European Geoscience Union to construct an arcade booth to house the game so once public events begin once more, we will be able to take Crabby on tour. The aim was always to make a virtual reality game for Crabby, a game that would show you the impact on Crabby’s world first-hand – this is the next step for the project and something we are currently seeking funding for.

Hope you enjoy the game, please don’t beat my high score!

Chris Skinner

Learn from home – modelling sea level rise and flooding video

We hope you are all keeping yourselves as safe as possible during the current period. We are very much missing being out and about and sharing our games and activities with everyone. To help share some of our work, Chris will be making short video tutorials and the first revisits the very beginnings of the SeriousGeoGames Lab and how we model the impacts sea level rise will have on flood risk.

The model used by Chris in the video is the Beta version of Humber in a Box (our first virtual reality activity) as used at Hull SciFest in 2014. The model code and data from this model were used by the developers to build into Unity-3D and add the beautiful, immersive, graphics. Sadly, Humber in a Box can no longer be used but you can get an idea of what it was like in the video below.

To go alongside the new tutorial, we are making the files for Humber in a Box Beta available so you can try it at home. It should run reasonably well on any modern PC. For a guide on how to get it running, skip to 10 minutes through the tutorial. Files can be downloaded from here.

Don’t forget to check out our previous post on how to use Flash Flood! from home too.

Enjoy and stay safe!

Try Flash Flood! at home

We find ourselves in difficult and testing times. We would love to be out there and sharing our games and virtual reality simulations with everyone but we at home doing the right thing. But, that doesn’t mean we cannot share some of games with you and we’ll be sharing these as we can.

Flash Flood

Flash Flood! has been our flagship activity for many years and has seen several iterations. There are several ways you can enjoy it from home, the easiest being the 360 videos available on YouTube. These can be viewed on a Desktop, where you can navigate the direction of view using your mouse, but are best viewed on a Tablet or Phone (via the YouTube app NOT a browser) where you can change the direction of view by moving your device.

There are two versions. One with narration to guide you through –

And one with just sound effects intended for use in classes where someone will guide the group –

If you’re viewing on a phone and have a cardboard headset, click the google icon on the screen and place your phone into the headset for a VR-like experience.

Obviously, the best way to experience Flash Flood! is to play it. You can do this too by downloading the Desktop version. This was designed to work on a reasonably low spec of PC and can be operated with either an XBOX controller or just a keyboard and mouse.

Download the files from SourceForge here. If you have an XBOX controller choose FlashFloodDesktopInstall.exe and FlashFloodDesktopNoRadialsInstall.exe if you do not. Controls can be found in the Flash Flood Quick Start and Controls PDF document.

Whichever method you choose, the Living Manual (also in SourceForge) provides some background information, guidance for using it, and advice for using it in teaching. This document has not been updated for a while and we will be reviewing it in the next few days. We welcome submission of ideas of how to use these simulations to include in the Living Manual, if you’d like to contribute please contact us at seriousgeogames at hull dot ac dot uk.

We’d also love to hear your suggestions for content you’d like to see from us, feel free to ask and we’ll try our best. Keep yourselves safe and happy.

Chris Skinner

Earth Arcade @ Freedom Festival 2019

August 31st and September 1st, 11 am to 6 pm, Queen’s Gardens, Hull

We have some very exciting news! The Earth Arcade is coming to Hull’s Freedom Festival!

Freedom Festival is THE event in Hull. It all began in 2007 in celebration of the 200th anniversary of the abolition of the slave trade, an act passed after decades of work by Hull-born independent MP, William Wilberforce. Since 2007 it has grown massively, and in 2018 the festival had over 130,000 visitors.

“Excellent arts and culture can change lives and communities, by transmitting fundamental human values and inspiring all ages to embrace and celebrate freedom. We’ve seen it. It may be no surprise then that our ambition is founded on the legacy of Hull-born freedom advocate, William Wilberforce” – Freedom Festival website.

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Chris demoing Humber in a Box at Freedom Festival 2015

SeriousGeoGames has been involved in three previous Freedom Festivals, starting in 2015 when we demoed Humber in a Box, and including 2016 when the virtual reality version of Flash Flood! was demoed to the public for the first time. With the Earth Arcade, we have the perfect opportunity to take things to the next level, and the Earth Arcade at Freedom Festival really will be something special.

The name Earth Arcade is meant to loosely evoke a sense of Arcadia – a mythical utopia where human society and the natural world live together in harmony. This is the future we hope for, the future we are striving to build, and we hope to inspire others to come with us on that journey. To create our mini-Arcadia we have teamed up with colleagues from the University’s School of the Arts to design the exhibit.

We will be exploring the impacts of the world’s most pressing environmental issues through our activities Flash Flood! Vol.2, Plastic Fishing, Top Trumps: Rivers, and small games on our Ipad stations. You will be able to find out how climate change and sea level rise will impact our city, Hull, and the wider Humber through our new and improved Rising Tide game on our big screen.

The forest

Freedom Festival will also see the debut of an exciting new activity space. The Forest is something a bit different to the rest of the Earth Arcade, and sci-comm in general. It is a quieter, reflective, and mindful space where people can sit and think about nature, with a small library of stories and ideas and crafts and workshops to inspire people to engage with nature more. We will be using theatrical and scenographic techniques to help people engage, such as interactive soundscapes.

Finally, we will be offering advice on how people can respond to the environmental issues explored, offering them the chance to sign up to becoming an Earth Arcade Champion by committing to making small changes in their own lives.

It is going to be brilliant and we hope to see you there!

Resilience – Development of a Card Game

I’ve been working on a prototype card game for SeriousGeoGames for a while now. The game, with the working title Resilience, sees players take control of a city and its surrounding area with the aim of staying in that job until the end of the game. The catch is there is another player with their own city also trying to reach that goal. With the ability to make events happen in each other’s cities, you each pose a threat to the other’s political survival.

Although I toyed with the idea of having multiple stresses to deal with, the game just got too unwieldy, so the focused down on flooding as the main hazard. Players can build defences, enact resilience measures, or implement things purely as they are popular – if they want to be aggressive, they can send a storm towards a rival city. Through playing the game, players will learn about the complexity of flood defence from physical, societal, and political perspectives.

360 time lapse of players trying an early version of Resilience at the EGU 18 Games Night.

The game is designed to be a deck builder, so rather than each having the same deck of cards players can choose a pile from their collection allowing them to try different strategies. I’m designing the game to have enough layers – through use of cards, dice, and tokens – that there will be numerous styles of play possible. The main goal of the design is for the game to be fun, with plenty of replay value, yet the deck building aspect adds in a further dimension – collectability.

I still have piles of Pokemon and Star Wars cards from when I was a kid, even though I never played either as a game. When I get free packs of cards in gaming magazines for games I will never play, I keep them. Especially the ‘shinies’. There is something tactile and attractive about a well-designed, crisp, high quality card, and this is something I want to tap into with Resilience.

My rubbish PowerPoint mock up (left), and Kelly’s design to use on the back of the cards (right). A big improvement!

Enter Kelly Stanford, Sci Artist. I’d been looking for an artist for a few months and seen some nice work, but no one seemed quite right for the game. Then I came across Kelly’s work on her Twitter and was blown away. She is a specialist in making science-based art and has worked on numerous public engagement projects, working in a range of styles from sculpture, hyper-realistic, and cartoon. She’s also a gamer and after a coffee meeting at the Manchester Museum of Science and Industry it was clear she got what I trying to achieve.

I commissioned her at the beginning of the year to develop the designs, and Kelly has wasted no time producing great designs for the cards – nothing like my rubbish PowerPoint efforts! So far we have the awesome logo for the back of the cards, a card template, and some concepts for the card types.

My original card template (left), Kelly’s template design (middle), and Kelly’s concept sketches.

I’m hoping to try out the first full prototype combining game and art designs at the EGU Games Night on April 10th, and after that I’m still not sure where it will go. There are several options to look at for production and dissemination, such as getting funding for a limited run, crowdfunding, getting a commercial backer, or simply releasing the game in a PDF to print your own cards. The game is designed so that additional decks can be added to the initial deck to add further complexity and variety, and I plan on offering bespoke limited edition shiny cards for events and projects.

I’m really excited about this project. I think the game has the potential to not only be fun but really help with the communication of flood risk management and its complexities and challenges. There is nothing quite like a game for putting you in someone else’s shoes. Keep an eye on this blog and Kelly’s blog for further news about Resilience.

SeriousGeoGames’ 2018 Review

We have had a fantastic and extremely busy 2018. Definite highlights have been the redevelopment of Flash Flood!, exhibiting in the Natural History Museum, and obviously, launching the Earth Arcade. In fact we have been so busy, we’re going to show you our highlights month-by-month.

January

We had over 80 school pupils from Newland St John’s visit us and try Flash Flood! and River in a Box as they learnt about flooding.

February

Our founder and SeriousGeoGamer, Chris Skinner, was awarded a University of Hull Research Excellency Award for Outstanding Impact, Outreach or Engagement, for his work with SeriousGeoGames.

March

In March we took Flash Flood! along to demonstrate at the Flood and Coast conference. We were part of a stand promoting our new home, the Energy and Environment Institute at the University of Hull.

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The Energy and Environment Institute stand at Flood and Coast 2018.

April

2018 saw the first ever, unofficial, Games Day at the European Geoscience Union‘s General Assembly in Vienna, Austria. Chris Skinner convened a full science session sharing how researchers use games to research, teach, or share geosciences, and then in the evening over 200 scientists came together to play the games.

G4G

Promotional image made for the EGU Games Day 2018.

Articles featuring Flash Flood! were published in Teaching Geography and Geographical Review magazines.

May

In May we started putting together the kit and branding for the Earth Arcade, and its fist outing was supporting a visit of a delegation from the New Partnership for Africa’s Development (NEPAD). We even featured on the front page of their newsletter.nepad.png

Chris Skinner demonstrating the Earth Arcade interactive touchtable.

The kit we put together includes five full VR stations and a large interactive touchscreen table.

Later in the month we spoke to over 500 members of the public at the Natural History Museum, as we were joined by colleagues from the University of Reading to demonstrate Flash Flood!. The event was part of the Museum’s half-term programme supporting NERC’s Operation Earth.

Demonstrating Flash Flood! at the Natural History Museum.

June

Chris Skinner shared Flash Flood! at the Natural History Museum with a Nature Live talk.

July

We were invited to participate in the Living with Water project’s Hulltimate Challenge event, and we took a copy of Flash Flood! down to Queen Victoria Square, central Hull, to support the press launch of the event. This was the first time we used the branded Earth Arcade kit in public.

August

We launched the Earth Arcade officially to colleagues within the University of Hull with an event held in the Map Library of the Cohen Building.

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Setting up the Earth Arcade branding for the first time in the Map Library.

September

In September things got really busy! We started by once again teaming up with BetaJester to redevelop Flash Flood! for our new Earth Arcade kit – Vol.2 features sound effects, voice overs, improved graphics, and greater realism.

As part of the British Science Festival, hosted at the University of Hull, we took three activities down to Humber Street for an evening science street party. We demoed Flash Flood!, Humber in a Box, and our touchscreen table.

Earth Arcade assets at the British Science Festival.

At the Hull Science Festival we officially launched the Earth Arcade to the public and exhibited a mini-festival within the festival itself. In our Earth Arcade we showed the Flash Flood! Vol.2 for the first time, Plastic Ocean Fishing, Flood City – Hull, Humber in a Box, and a collection of Top Trump card games.

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The first ever Earth Arcade at Hull Science Festival.

For the second time we were nominated for the HEY Digital Award for Best Use of Technology in Education, but lost out to the excellent Ron Dearing UTC.

We collaborated with colleagues across the University to use our games and research to help with teaching students, including assisting with modules in Drama, Digital Media, and Computer Science.

A delegation of flood risk practitioners from Sweden were visiting Hull to learn from the local City Council and the Living with Water project. We were invited to share Flash Flood! Vol.2 with them, and even got a tour of the Hull Tidal Barrier.

At the end of the month, Chris Skinner spoke to over 50 City of Culture volunteers about the University of Hull’s research into plastic pollution and the #MyPlasticPledge project as part of a masterclass for the launch of the Hull Refill scheme.

October

The big event of October was the Living with Water’s Hulltimate Challenge – a huge 10 km assault course around the centre of Hull. The Earth Arcade was a sponsor, we exhibited Flash Flood Vol.2 and Ocean Plastic Fishing, and large team from the Energy and Environment Institute successfully completed the course.

Team EEI and the Earth Arcade at the Hulltimate Challenge.

We were invited to bring the Earth Arcade to the Manchester Science Festival via a Platform for Investigation at the Manchester Museum of Science and Industry. This was our first ever plastic pollution focused event.

PI – The Problem with Plastics at Manchester Science Festival.

The University of Hull stand at Scarborough Science and Engineering Week won an award for Most Informative Exhibit, and we were pleased to be part of this stand with Flash Flood! Vol.2.

November

November saw Flash Flood! come home. The original Flash Flood! was produced for and funded by the NERC Flooding from Intense Rainfall (FFIR) research programme, and with the programme coming to a conclusion we were invited to provide a Games Room at the final showcase for the event at the Royal Society, London. We brought along the full set of Flash Flood Vol.2, Flood City – Hull, and were joined by games from University of Reading and Sam Illingworth of Manchester Metropolitan University.

Exhibits and the Earth Arcade at the NERC-FFIR Showcase.

The final public event of the year for us was using Flash Flood! Vol.2 to promote the Energy and Environment Institute at the Scarborough Business Day, where the keynote speaker was former Deputy Prime Minister, Lord John Prescott.

The EEI stand at Scarborough Business Day

December

We ended the year as we begun with a visit from pupils from local schools who used Flash Flood! Vol.2 as part of a workshop looking at flooding and geomorphology.

Finally, we were part of a team including #MyPlasticPledge and Kids Against Plastic looking at how we can all reduce the amount of plastic waste we produce at Christmas, with the 12 Days if Plastic-free Christmas.

2019

2019 promises to be an equally busy and exciting year and will see the development of new games, including  Inundation Street (an urban-based VR flood simulator), and Resilience (a collectible card game). It is also sad as we say farewell and good luck to SeriousGeoGame veteran, Chloe Morris, as she travels to Australia to start the next stage of her career – we will miss you Chloe!

Good bye Chloe… 🙁

Thank you everybody who has supported us in 2018, and a special thank you to all the volunteers who have helped us bring our games to the public – we really couldn’t do it without you.

12 Days of Plastic-free Christmas – A Christmas Repeat

Would it even be Christmas if you weren’t subjected to endless repeats? Christmas repeats are good though – it doesn’t matter if you’ve seen it hundreds of times the sight of Del Boy and Rodney saving the day dressed as Batman and Robin is still funny 22 years on. That’s why we are bringing you a repeat of the 12 Days of Plastic-free Christmas.

The 12 Days of Plastic-free Christmas was produced by a partnership between Earth Arcade, #MyPlasticPledge, and the Energy and Environment Institute at the University of Hull, with special contributions from Kids Against Plastic and Kate Smith. Each day we looked at a small part of Christmas, highlighted some of the plastic related issues with it, and suggested a quick, easy, and cheap way to reduce that impact. You can see each post by clicking the links below.

Day One – Christmas Cards

Christmas cards, as suggested by their name, are usually made of card. However, they can contain plastic elements such as glitter.

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Day Two – Christmas Decorations

Most shop-bought house decorations are made of plastic. Check this post for some ideas of how to make your own, beautiful and plastic-free, alternatives.

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Day Three – Christmas Wreaths

A beautiful wreath can look stunning on your front door, set across a backdrop of snow and lights. How can you make sure yours is free of plastic?

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Day Four – Christmas Trees

Is a plastic tree worth it, even if you use for it a decade or more? Is pulling a tree out of the ground any better?

We also hear from Amy and Ella from Kids Against Plastic who show us how to make some gorgeous plastic-free decorations.

Plastic Free Christmas Decorations

Day Five – Mince Pies

We really hope there is no plastic inside any mince pie, but shop-bought ones come wrapped into plastic, foil and card. Kate shares her family recipe for making your own.

Hannah and Ellie from #MyPlasticPledge chat about the packaging around mince pies.

Day Six – Refillable Gifts

Stuck for a Secret Santa gift or a handy stocking filler and don’t want to waste cash on some pointless plastic trinket? Try one of these great refillable gifts.

brownie-mix

Day Seven – Wrapping Paper

There is a surprising amount of plastic in wrapping paper, from labels, ribbon and glitter, to plastic infused with the paper itself. How can you be sure it’s plastic-free? Try the scrunch test or make your own.

Lucie tells us all about the plastic in wrapping paper.

Day Eight – Reindeer Food

Making reindeer food is a fun activity to do with the kids and to inject some Christmas magic. However, most recipes will use glitter. We share our plastic-free recipe.

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Day Nine – Christmas Stockings

What can be better than a traditional stocking, filled with toys, sweets, and fruit, hanging over the open fire. A plastic-free one obviously, unless you’ve been naughty and it’s full of dirty coal.

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Day Ten – Christmas Crackers (Outsides)

Bang! Aren’t Christmas Crackers fun? But that shiny card contains plastic – how can you possibly make your own?

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Day Eleven – Christmas Crackers (Insides)

Jumping frogs, fake mustaches, tiny combs – just what is the use of the plastic objects you get inside the Crackers?

Day Twelve – Christmas Dinner

Finally, the big day, and the wonderful Christmas Dinner – Turkey, potatoes, pigs-in-blankets, sprouts, and piles and piles of plastic packaging and waste. make your own canvas bag and buy loose vegetables to keep your waste to a minimum.

So that was our 12 Days of Plastic-free Christmas. If you have tried one of tips, we would love to see your efforts – feel free to share them with us either here, on our Facebook, Instagram, or Twitter.

Thank you to all who helped and contributed – Katie Parsons, Kate Smith, Flo Halstead, Freija Mendrick, Phil Bell-Young, Chris Skinner, the Meek family, Lucie Parsons, Dan Parsons, Hannah Lightley, Ellie Bartle, and Kat Sanders.

The Earth Arcade – It’s GAME ON for solving environmental issues #EarthArcade #GameOn

Today we launched the Earth Arcade, our brand new project and most ambitious one to date.

The Earth Arcade is a space for us to bring together all our games and activities and share them with you. It will allow to us to meet more people and share the latest environmental research more widely.

Earth Arcade 3M Banner

As part of the Energy and Environment Institute, University of Hull, will we focus on key environmental issues faces us now and in the future, such as

  • how do we manage climate change?
  • how do we make flooding less damaging?
  • how do we reduce our use of plastics?
  • how do we make sure we have enough food for everyone?
  • how do we make enough energy without harming ourselves and the planet?

And in SeriousGeoGames tradition, we will be doing this through the medium of games!

This is our Earth. This our Arcade. And we want to show that when it comes to dealing with environmental issues, like climate change and plastics, it isn’t game over, it’s game on!

Find us at Hull Science Festival, 15th-16th September 2018, in the Discovery Zone.

Find out more about the University of Hull’s research into environmental issues.