# Raising Awareness of Climate Heritage Resilience and Vulnerability by Playing Serious Video Games
## 5 Results
### Game Validation  
#### 5.2.1 Evaluation of Game Learnability  
The participants in the Vulnerability game session (N = 22) played the game between 14 and 65 min, with an average playing time of M = 27.04545 min, SD = 10.45388, SE = 2.22877. Thus, this game was played longer than the Resilience game, where the mean playing time was M = 23.58247 min. The players were not asked to play the optional mini-games or find all hidden objects, which gave rise to different playing times. They achieved playing scores between 160 and 700 points for solving the didactic tasks in the mini-games embedded into the maze, with the mean score M = 440.95455 points (SD = 158.82080, SE = 33.86071), i.e., 62.994% of the maximal score, while for the Resilience game, the mean score was 50.028% of the possible maximum. The average number of found hidden objects was M = 5.22727 (SD = 1.26986, SE = 0.27074) or 87.121% of the maximum, while for the Resilience game, it was about 75% of the possible maximum. The playing outcomes (playing time, score, and found hidden objects) for both the games represent pairs of independent samples of continuous data having different variances; hence, the authors conducted the Mann-Whitney-Wilcoxon test and proved higher playing outcomes achieved in playing the Vulnerability game at 95% confidence level (\(p<0.05\)). To measure the strength and direction of linear relationships between pairs of continuous variables, tests for finding bivariate Pearson correlations (r) were conducted. By checking the t-scores for the Pearson correlation r for N observations using the formula t = r\(\surd(N-2)/(\surd(1-r^{2}))\), the authors proved no statistically significant correlations between playing outcomes and age, gender, and playing time. On the other hand, medium correlations were found between the playing time and the game score (r = 0.51029, significant at \(p<0.05\)), the playing time and the quiz score (r = 0.53939, \(p<0.01\)), and the game score and the number of found hidden objects (r = 0.38792, \(p<0.01\)). An average correlation was found between the scores for the game and the quiz (r = 0.43323, \(p<0.05\)), indicating that the total number of points depends heavily on the quiz score. As shown in Figure 5 (using a five-point Likert scale), all six learnability attributes are appreciated highly for the Resilience and Vulnerability games. After proving their normal distribution and similar variances, the calculated unpaired T-tests revealed statistically significant improvements at \(p<0.05\) with a medium effect size (Cohen's d \(\approx\) 0.3) only for Ease of Learning and Informative feedback, reported for the Vulnerability maze game (RQ1, RQ2), given in bold in Table 3. Next, Table 4 presents Pearson correlations among the learnability attributes (RQ3), where the statistically significant correlations are shown in bold (\(p<0.05\)). Predictability and Informative feedback correlate with Ease of Learning, Familiarity, and Consistency with medium correlations. For answering _RQ4_, the six attributes of learnability were applied as multiple ordinary dependent variables in ordinal logistic regression. The independent variables were age, gender, and the amount of time spent playing video games. All the created ordinal logistic regression models had t-values of the regression coefficients less than the critical threshold of 1.96 (at a 5% significance level) and low values for R\({}^{2}\) and adjusted R\({}^{2}\) metrics