# Raising Awareness of Climate Heritage Resilience and Vulnerability by Playing Serious Video Games
## 6 Discussion  
### Answers to the Research Questions  
The validation of the Vulnerability game provided insightful observations of its overall effectiveness and learnability. The higher values of Positive Affect, Immersion, Competence, and Flow, together with the lower values of Tension and Negative Affect, proved the game experience of the Vulnerability game to be better. Considering the attributes of learnability, the Vulnerability game outperforms the Resilience game (RQ1). The structured methodology and comprehensive survey design facilitated a robust analysis of the game's effectiveness in achieving educational outcomes. Thanks to the design methodologies applied to the construction of this game, the playing outcomes, plus some of the learnability parameters and the game experience factors, were proven to be significantly improved compared to the Resilience game (RQ2). The Vulnerability game session revealed significant engagement, with an average playing time of approximately 27 min, exceeding that of the Resilience game with circa 1/6. Although finding all hidden objects or playing all mini-games was not mandatory, players achieved higher mean scores at about 25%.  
On the other hand, the mean number of hidden objects found exceeded those found for the Resilience game by 1/6, indicating the effectiveness of the game design focused on sustaining interest and enhancing learnability. Statistically significant correlations between playing time, game scores, and quiz performance indicate a cohesive learning experience. Additionally, improvements in Ease of Learning and Informative Feedback were noted, pointing to incremental enhancements in game design. Therefore, the Vulnerability game has achieved higher learning outcomes, game experience, and game learnability than the Resilience game. The mini-games within the Vulnerability maze received positive feedback, particularly regarding Positive Affect, Competence, Immersion, and Flow. Despite the overall favorable reception, aspects such as Tension and Negative Affect in certain mini-games, like \"Rolling balls\", highlighted areas for potential refinement. Comparative analysis of the Resilience game indicated improvements in Positive Affect and Flow, emphasizing the game's engaging nature. Since both games have similar educational content and the same level of playing difficulty, the enhanced design of the Vulnerability game is the only reason for the improved playing outcomes, learnability, and game experience (RQ2).  
The authors found some medium correlations between the attributes of learnability--Predictability, Informative feedback, Ease of Learning, Familiarity, and Consistency--at \(p<0.5\), similar to those found in the evaluation of the \"Let Us Save Venice\" game (RQ3). The interrelations between game experience attributes appear much stronger and more significant than those found for the Resilience game [13]. Finally, it was found that age, gender, and amount of video game playing do not influence the learnability attributes but have a large effect size on some of the game experience components (RQ4).  
The inductive reasoning method applied to the answers from the semi-structured interviews provided deeper insights into player perceptions. While the educational content and game mechanics were well-appreciated, suggestions for future improvements included 3D models of cultural monuments, simulations of natural processes, and NPCs to guide players. These recommendations suggest some directions for the enhancement of the game regarding educational impact and user engagement. They will be important for the future integration of educational games as a part of learning course curricula.