Tag Archives: Games

Are we building imagination that lasts? Geoscience Differently and Imagination Engines.

Imagination Engines and Infrastructures – June 2026

This month my understanding of imagination has been challenged and made me reflect on my past work. Are we investing in ways that sustain its impact or just creating moments? Find out more below.

Welcome to June’s edition of the GeoSkinner newsletter, just in time! It is marking season and the volume of concentrated reading is something my ADHD brain struggles with. Forcing myself to focus, along with the emotional drain and worrying about being unfair to students, has triggered a couple of migraines. But hey, I got here in the end.

Regular readers of my newsletter will appreciate that imagination, and its importance to science, is a common theme. We need well-developed imaginations so we can envisage problems, identify solutions, and collectively find alternative futures that give us the hope that they can become reality.

My interest in, and research on, imagination has been inspired and shaped by my former mentor and all-round science hero, Professor Hannah Cloke OBE. Hannah has been talking about how crucial imagination is to disaster communications for years and recently gave a brilliant keynote The Climate Futures We Dare to Imagine – click the link to watch it on YouTube or read her related thoughts in this article for The Conversation.

In both, Hannah introduces the concept of imagination infrastructure to a flood management context as “the building blocks of society’s shared understanding”. She goes on to describe how a flood warning or a photograph of a flooded street can act as imagination infrastructure.

Last summer, I was equally inspired by the Interrogating Imagination Infrastructure report from Joseph Rowntree Foundation. I used the ideas from the report to help develop my ‘Play your Research’ workshops, encouraging early career scientists to think of their work as imagination infrastructure.  The report describes how the idea emerged to help frame the resources that help communities collectively visualise alternative futures. It also describes how the rapid growth in research using imagination infrastructure has led to the use of many different terms, frames, and directions.

A river valley in computer graphics
Can Flash Flood! be considered imagination infrastructure?

On the one hand, imagination infrastructure is used to describe anything that provides support to people’s imaginations – a warning, a story, a photo, for example. Here, the structural element is applied cognitively. Through showing someone a photo of a familiar yet flooded street, you provide them the cognitive structure to visualise what this might be like on their own street. Thus, the photograph becomes the imagination infrastructure.

However, Interrogating Imagination Infrastructure implores us to think “infrastructurally” about imagination, where infrastructures: are created by and support social practice; can be ‘hard’ (e.g., roads) or ‘soft’ (e.g., movement of information); are shaped by regulations and standards; and, require maintenance. In this understanding, imagination infrastructures are something more than cognitive structures, they are the way they are created.

I find thinking infrastructurally about imagination a useful idea. It calls on us to be deliberate in investment, to continuously support and maintain, and to pay attention to who, and who does not have access. It tells us that building true imagination infrastructure isn’t just building moments, it’s building something that lasts.

Considering this led me to a distinction that I found useful – where the infrastructure exists to build and, importantly, sustain imagination over the long-term, individual resources should instead be considered as imagination engines:

  • The flood warning is an engine – the processes and models that produce and distribute it is the infrastructure.
  • The photo of the flooded street is an engine – the means of capturing, collating, and disseminating such images is the infrastructure.

This distinction might seem arbitrary1, but it provides a useful reflection on practice and its usefulness. My own past work has involved creating lots of imagination engines, for example the Flash Flood! VR experience2.

Laptops on a table as part of an event, surrounded by Earth Arcade banners.
If Flash Flood! was an imagination engine was the Earth Arcade imagination infrastructure?

As an activity, Flash Flood! helped people visualise what a flood might look like in a virtual river valley and it made people more interested in learning about flooding – it was an imagination engine. However, it was not supported by imagination infrastructure and that limited its impact. The experience itself has not been used for years and it is likely obsolete for newer VR headsets. To have got the most out of the project, I would need to have put more effort into the infrastructure surrounding it – on reflection, this is what my Earth Arcade project could have been.

This does not mean that imagination engines have no value or are inferior to imagination infrastructure. In fact, they are both vital. The engine is the motor that gets the imagination running, the infrastructure is the open road that sets it free.

I’d love to know:

Are you building imagination engines or infrastructure in your work? Or, do you think the distinction is not helpful? Let me know in the comments below.

1Interrogating Imagination Infrastructure itself warns that the term could become problematic if not applied metaphorically.

2Incidentally, only possible thanks to Hannah’s support, encouragement, and funding via the NERC-FFIR programme.

Dangers & Dwellers is a group roleplaying card game created by Games for Geoscience regulars Emanuelle Intrieri, Samuele Segoni, and Francesco Cardi from the University of Florence (L’Università di Firenze). The action takes place on a fictional island that faces many hazards, including floods, hurricanes, and earthquakes, and players (or teams) assume roles in the island’s governance and take actions to manage the risks. You win if you reach the end of Turn 6 with your island’s happiness, wealth, and population all above 0.

I was sent a print & play version of the game and after a long evening of printing, cutting, and laminating, I played the game with my 2nd-year Environmental Hazards students. In the first attempt, still figuring out how to play, we were out of the game by turn 3, but on our second go we were equipped with better strategies and only lost on the final, big, Level III hazard.

The game was fun to play and benefitted from multiple attempts. It demonstrates the balance of hazard likelihood and impact, different priorities across different groups, and the cumulative impacts of multiple hazards well in a ‘show, don’t tell manner’. Unfortunately, with only two hours I did not get a chance to run a debrief with the students but this was a very enjoyable way to finish the module for the year.  

Do you know a geoscience-themed game I should play?

I have uploaded six new videos to the GeoSkinner 360 channel. This channel is dedicated to only 360 videos, where you change the viewing angle within the video. The six videos were all filmed whilst I was in Edinburgh with our 2-year students and cover several sites that we visited or they used for their projects. Below is a preview of a flood tour I took down the Water of Leith – to get the most of the video, view it using the YouTube App on a mobile device with the highest resolution you can make work.

These videos are part of the imagination infrastructure for my teaching. Students need to design research projects in these sites having never visited them and these videos form just one of the resources available to them to imagine what that would look like.

GeoSkinner’s (mostly) monthly newsletter is for geoscientist students, researchers, educators, and communicators wanting to do things more imaginatively.

With each newsletter, you will find:

  • Geoscience Differently: A big idea about doing geoscience differently
  • Imagination Engines: Examples of inspiring and creative work by others
  • Behind-the-scenes updates from my projects and signposting to useful resources

If you’re interested in geoscience, games, and creativity, you’re in the right place – subscribe below to get the newsletter sent directly to your inbox.

Find me at EGU26. Presenting, research, 360 videos. Including Games for Geoscience updates.

Find me at EGU26 – April 2026

This last month has seen me survive my first half-semester of full-time teaching. The job feels like it fits me like a glove though and I am definitely in my happy place in the classroom. Teaching weeks can feel relentless, delivering your material and making sure you have stuff prepared for future sessions, as well as keeping on top of the many admin tasks. My ADHD brain works best when it is this just-in-time mode of working but the sustained focus is exhausting. The Easter break therefore has been very welcome!

As well as time off, I have had a bit of space to prepare some teaching in advance, aware that I am away for two weeks in the next month and need to get ahead. I’ve also had a little bit of time to think about research, beginning conversations with collaborators about an exciting new project for the summer – more on that in a future post, I’m sure.

The EGU general assembly is a big date in my annual diary. If I’m honest, it’s the highlight of my year and something I really look forward to. I’ve been very fortunate to have been awarded internal funds from York St John University to attend this year, and I am set to have a busy week, as I explain below.

I will be attending virtually on Monday 4th May, travelling Tuesday 5th, and attending in person Wednesday 6th to Friday 8th, travelling back on Saturday 9th May. If you’d like a catch-up/chat, please get in touch at c.skinner@yorksj.ac.uk and we can put something in the diary.

Most importantly, I am delivering two presentations, both on Friday 8th May:

EGU26-13186 | Orals | EOS3.2 | Fostering connection and advocacy: Creating a neurodivergent network at EGU  | Christopher Skinner, Simon Clark, Ana Bastos, Lucile Turc, Arnaud Beth, and Ana Cristina Vasquez | Fri, 08 May, 14:15–14:25 (CEST)   Room -2.92

At EGU25, a bunch of us discussed starting a network to support neurodivergent geoscientists. We also ran a survey to capture the experiences of neurodivergent attendees at the conference. It led to the start of an online community and the submission of a report to the EDI committee. In this presentation, I will talk about this experience.


EGU26-5395 | Posters on site | HS2.2.7 | Adventures in Model Land: Using tabletop roleplay games to explore the abstract worlds of numerical models  | Christopher Skinner, Erica Thompson, Jessica Enright, Rolf Hut, Sam Illingworth, and Elizabeth Lewis | Fri, 08 May, 16:15–18:00 (CEST)   Hall A | A.1

If you have been reading my newsletter for a while, you will be familiar with Adventures in Model Land already (if not, read more here). Last year I shared a poster in the Games for Geoscience session and this year I’m presenting to modellers in one of my favourite sessions, led by Diana Spieler.

On Adventures in Model Land, I will be seeking interest in a project pairing modellers up with artists to conceive and create new model lands. If you’d be interested, please get in touch using c.skinner@yorksj.ac.uk

In addition, I’m involved in two other presentations that will sadly happen on days I’m not there or am travelling:

EGU26-13856 | ECS | Posters on site | GM3.3 | The role of sediment transport in amplifying flooding | Josh Wolstenholme, Christopher Skinner, Christopher Hackney, Matthew Perks, and Daniel Parsons | Mon, 04 May, 10:45–12:30 (CEST)   Hall X3 | X3.13

This is some really exciting modelling work led by Josh that reveals how sediment transport during a single flood event can exacerbate flood risk. These are processes not represented in traditional hydrological and hydraulic models used for flood risk planning and forecasting, potentially meaning we are underestimating real flood risk.

EGU26-18054 | Orals | EOS1.1 | Communication within the UK flood hydrology community: bridging the gaps between science and practice  | Linda Speight, Emma Ford, Anita Asadullah, Louise Slater, Sally Brown, Helen Harfoot, Owain Sheppard, Chris Skinner, Clare Waller, and Thomas Willis | Tue, 05 May, 10:00–10:10 (CEST)   Room 0.15

This work, led by Linda, shares research conducted by the Science and Technical Advisory Group (STAG) of the UK Flood Hydrology Roadmap (UKFHR). The work sought expert views from the hydrological community on why the latest hydrological science and approaches were not leading to innovation in operational practice, and how we can improve this situation.

In addition to my presenting duties, I will also be leading activities for the annual Geoscience Games Day at EGU on Wednesday 6th May. This will be the 9th one in a row! You can get the full lowdown over on the Games for Geoscience webpages but below is a summary of the activities:

EOS1.3 | PICO | Games for Geoscience | Convener: Christopher Skinner | Co-conveners: Rolf HutElizabeth LewisLisa GallagherMaria Elena Orduna AlegriaECS | PICO | Wed, 06 May, 16:15–18:00 (CEST) | PICO spot 4 

Activities kick off at 16:15 with our usual science sharing session, this year in interactive PICO format! This year we have 15 presentations covering both analog and digital games, each with a 2-minute lightning talk followed by an interactive display.

Geoscience Games Night @ EGU25

NET15 | Geoscience Games Night | Conveners: Christopher SkinnerLisa GallagherMaria Elena Orduna AlegriaECSRolf HutElizabeth Lewis | Wed, 06 May, 18:00–19:30 (CEST) | Foyer D 

We then immediately run off to the world-famous Geoscience Games Night. This event gets busier and busier each year, so make sure to come along and play the latest in geoscience gaming. Don’t forget to bring a game or two with you too!

As it will be the 10th anniversary of Games for Geoscience next year, I’m exploring the possibility of marking it with an edited volume or a special issue. I will be seeking interest at the conference and feel free to express interest to me on c.skinner@yorksj.ac.uk

Last year during my River Management module I used Vienna and the development of the ‘three Danubes’ as a case study. Whilst at EGU, I’m planning on using an early morning walk to capture footage with my 360 camera to make a simple virtual field trip for my students next semester. Some of that footage might even make it to a 360 flood tour on my GeoSkinner 360 YouTube channel!

A 360 flood tour of Prague on GeoSkinner360

See you in Vienna in May!

Chris

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Views expressed in this newsletter are mine and do not represent those of my employer. Content and links are provided for informational purposes and do not constitute endorsements. I am not responsible for the content of external sites, which may have changed since this newsletter was produced.

Imagination Engines. Game we played. 13 Beavers.

13 Beavers – A Game We Played

I love a computer game called Timberborn. It’s a city builder game where you manage a colony of anthropomorphised beavers as they build a colony in the ruins of humanity, presumably now extinct. It is gentle, lovely, has a great sense of humour, and is highly addictive.

This is probably why Amy chose the board game 13 Beavers by Format Games as a silly Christmas gift for me. It’s a nice little game aimed at kids but we still had fun. The game has its own lore that tells of 13 legendary beavers who made it to beaver paradise*. These 13 beavers, each with its own theme such as a ninja, a robot, and a cowbeaver, form the artwork of the cards in the game – numbered 1 to 13, you move by correctly guessing whether the next card is higher or lower than the last.

The 13 Beavers game board. Colourful cartoon style, with board squares along a rapid flowing river. A player's hand is using a small fishing rod to catch magnetic fish.

The very simple game play is supplemented by some fun additions, including a magnetic fishing rod and fish that can either give you a bonus or set you back. There is also the opportunity to take a huge shortcut via the ‘tempting tunnel’ if you are able to correctly guess the exact value of the next card – something Amy did the first time we played, crossing the finishing line whilst I was still rooted to the start.

13 Beavers was lots of fun to play – it is funny, fast, and often frustrating (in a good way), whilst also being quite charming. It comes with a colourful board, a deck of attractive cards with the beaver artwork, a magnetic fishing rod and fish, and wooden beaver and dam playing counters. It’s recommended for ages 7+ and for 2-6 players. If you’re looking for a fun game for the family that doesn’t take too long or lead to arguments, this would fit the bill.

The reintroduction of beavers to UK landscapes is a hot topic these days. Beavers can bring great benefits as they create areas of wetland in wooded areas, which in turn increases biodiversity. Areas with beavers have greater resilience to forest fires and by allowing water to pond behind their dams they have potential to contribute to flood risk management too. 13 Beavers is not intended as an educational game but could make a fun hook for younger audiences as part of engagement work involving beaver reintroductions, facilitating conversations.

*I built beaver paradise in Timberborn so I imagine it looks a bit like this.

This post was originally published as part of the Imagination Engines newsletter. To get my content earlier and straight to your email subscribe using the box below:

Views expressed in this newsletter are mine and do not represent those of my employer. Content and links are provided for informational purposes and do not constitute endorsements. I am not responsible for the content of external sites, which may have changed since this newsletter was produced.

Imagination Engines Logo

Imagination Engines – August 2025

Welcome to August’s issue of Imagination Engines! Thank you for reading.

This summer I have been given a wonderful opportunity to develop a brand new module on River Management for York St John University’s Geography courses. I am so excited for this and have been loving designing the module and beginning to put the elements together. It’s hard work – fun hard work – and consequently I’ve had to reprioritise how I use my spare time.

It does not change my long-term goal of writing a book. In fact, I think the whole process is excellent practice and brings that goal closer. However, I need to temporarily change how I use this newsletter – I have been using it as a motivator to get me writing regularly and to explore different ideas, with 3-4 articles each month. I just don’t have capacity for this now but want to maintain a monthly publication schedule. Instead, I will focus on giving short updates on my main projects that are listed on the front page of my website.


Ongoing Research

I have a new paper out this month as a co-author. The work was led by my former supervisee, Josh Wolstenholme, and covers his PhD field work on the geomorphic change induced by the installation of leaky woody dams. It is a timely reminder that rivers move and change, especially if you stick stuff in them.

Wolstenholme et al (2025). Localised geomorphic response to channel-spanning leaky wooden dams. Earth Surface Dynamics. DOI:10.5194/esurf-13-647-2025


Adventures in Model Land

This is an open-source system to make game worlds based on the numerical models we use to learn about the world around us and predict the future. It is inspired by the world building used in tabletop roleplay games (such as Dungeons & Dragons) and just needs your imagination. You find out more and download the free guide here.

I’ve also started a Discord server for Adventure in Model Land as a place to discuss the system, share the game worlds you create, and to get help from others. Join it here.


FloodSkinner YouTube Channel

I had a new Short out in the last month. I came across some videos discussing rumours and leaks about the (long) upcoming Grand Theft Auto 6, including some indications it might include a dynamic weather system. The rumours suggest that the weather system would interact with the terrain and influence the game – it rains, water pools, and roads flood and become inaccessible.

This is obviously very exciting for me so I put my thoughts into a Short. I was short on time and cutting all the clips together was quite laborious – unfortunately I didn’t get chance to do a full set up and did not light my greenscreen properly, so this is a bit messy (the kitten also moved the screen partway through filming and messed it up more…). Despite this, it did moderately well, with >1,100 views.


Games for Geoscience

After the annual General Assembly of the European Geoscience Union (EGU), summer is pretty quiet for Games for Geoscience. With the call for sessions for the 2026 General Assembly now out, in the coming month I’ll be pulling the team together and proposing what would be the 9th Games for Geoscience session.

I still have ambitions to make it more than just an EGU event, with year-round activity and a community. If you’re interested, you can join the Discord server.


LEGO® SERIOUS PLAY®

In the last month I had the great pleasure of the supporting the Geography staff at York St John University with a LEGO SERIOUS PLAY inspired workshop. I was asked to support the department as they considered the best ways to support the future employability of their students and the creative approach of the workshop led to some valuable insights.

A table filled with Lego and models and surrounded by people
Making models with York St John’s Geography staff.

I’m looking forward to October this year where I will be returning to Southampton to once again deliver a Play you PhD workshop to the new cohort of Flood CDT students.


Project Prospero

Project Prospero is my hobby project where I am combining two pillars of geekdom into one nerdy-monster – a Warhammer-themed train set! The setting is the homeworld of the Thousand Sons Space Marine Legion, Prospero, as it is being pillaged by the Space Wolves Space Marine Legion. I am using models from the Legions Imperialis game and n-gauge tracks and trains. The centrepiece will be the giant pyramid of the Pyrae Cult, partially destroyed, using a Playmobil pyramid as its base.

This month I have been progressing the models and mocking up the layout to get some idea of scale. Because I don’t have space to leave out a layout, it will need to be fully modular. Check out a video I made from my mock up below:


About this Newsletter

I am Chris Skinner, a science communicator, STEM professional, and ADHDer. I am on a mission empowering people to unlock their full potential by transforming imagination into a powerful, actionable skill. This newsletter tracks my journey. I would like you to join me, so please subscribe. This newsletter is free and I do not offer a paid tier. If you would like to say thank you and/or help me in my mission please buy me a coffee using the link below.

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Views expressed in this newsletter are mine and do not represent those of my employer. Content and links are provided for informational purposes and do not constitute endorsements. I am not responsible for the content of external sites, which may have changed since this newsletter was produced.

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Imagination Engines. Exploring Games for Environmental Solutions - Play for the Planet 2025.

Exploring Games for Environmental Solutions at Play for the Planet 2

In April I had the opportunity to attend and present at the second Play for the Planet network meeting in York. It brings together people of different backgrounds who all use games to address environmental issues. Firmly within my interests and the remit of my work with Games for Geoscience, I attended the inaugural event in 2024 and jumped at the chance to attend again.

In the build up to the event, the venue was moved from the main University of York campus to their King’s Manor location in the city centre. It left me reflecting how ridiculously fortunate I am to have an environmental games conference held within a  ten minute walk of my house! A big change from the bus-train-bus trek I had to make (and self-fund) from North Lincolnshire last year. In 2024, I did not really have much to share so I presented on my thoughts about the relationship between models and games.

The presentations this year were in the form of research blast talks – 1 slide, 3-mins. This was a fun format and allowed for more people to share their work in the meeting. It was also pretty friendly to my easily distracted brain. For my research blast, I showed off the latest version of the Adventures in Model Land system I have been working on (see above for more). Following the research blasts there was a ‘world café’ style discussion where we debating crucial topics including ‘what is a game?’, ‘how do we best market environmental games?’, and ‘how do we evaluate our games?’.

Following the lunch break there was a chance to play demos of some of the games. This also gave the developers an opportunity to playtest and get feedback. For example, Games for Geoscience 2024 keynote Matteo Menapace was testing a streamlined card-based version of the immensely popular Daybreak game, provisionally titled Dawn.

I enjoyed catching up with my former University of Hull colleague, Steven Forrest, who was sharing the excellent work the Energy & Environment Institute have been doing with The Flood Recovery Game. This game is played with flood risk stakeholders, including community groups, to identify and better understand systemic gaps in the process of recovering after flooding. I’m sure I’ll do a summary of the research behind it in the near future.

Another highlight for me was playing the 2D city-builder game Oxygen Not Included. Whilst this is a commercial game, it was being used by Truzaar Dordi to help students understand how complex and coupled human-environment systems operate. This, along with some of the earlier discussions, reminded me of the power of good game (and model) design to effectively simulate complex systems whilst steering clear of becoming complicated. Complex is good, complicated is not.

As much as I enjoyed Play for the Planet, I did reflect on the lack of professional games designers at the meeting. There is a strong desire from that community to be part of the work tackling environmental issues, evidenced by the success and growth of movements like Playing for the Planet Alliance and the Global Green Game Jam. I would like to see much more interaction between those networks and our own academic networks like Play for Planet and Games for Geoscience. How? I’m still figuring that one out…

The Play for Planet network was established by and is run by the York Environmental Sustainability Institute (YESI), led by Linda Dunlop, Prasad Sandbhor, Pen Holland, Judith Krauss, Anna Morfitt, and Daisy Kemp. It is open to games designers, researchers, and educators with an interest in using games to address environmental crises. You can learn more and join the network here.

*I must remember to take photos when I attend things but I was having too much fun!

This post was originally published as part of the Imagination Engines newsletter. To get my content earlier and straight to your email subscribe using the box below:

Views expressed in this newsletter are mine and do not represent those of my employer. Content and links are provided for informational purposes and do not constitute endorsements. I am not responsible for the content of external sites, which may have changed since this newsletter was produced.