“…The flexibility and complexity that can be afforded by video games has made them an attractive tool for engaging people with complex issues such as climate change (Porter and Córdoba, 2009;Reason, 2007;Warburton, 2003). This has led to the development of "serious games", games where learning is a core objective without losing sight of the entertainment element (Abt, 1987;Charsky, 2010;Crookall, 2010), and there are several studies showing that serious games have been effective in delivering the intended learning outcomes (Amory et al, 1999;Bellotti et al, 2013;Betz, 1995;Chin et al, 2009;Coleman et al, 1973;Connolly et al, 2012;Gosen and Washbush, 2004;Hobbs et al, 2018Hobbs et al, , 2019Lane and Yi, 2017;Mani et al, 2016;Mitchell and Savill-Smith, 2004;Vogel et al, 2006;Wilson et al, 2009). Serious games can be used to create virtual analogues of real world places or physical phenomena for public engagement, such as volcanism (Hobbs et al, 2018(Hobbs et al, , 2019Mani et al, 2016).…”