Reflections and Insights from the Virtual Field Work
The uploaded Mapping Activity highlights how different communities face varying levels of risk due to climate hazards such as flooding, heatwaves, cyclones, sea-level rise, and salinity intrusion. The key insight from the activity is that vulnerability is not caused by climate hazards alone. Instead, it is a combination of environmental exposure and non-environmental factors such as poor infrastructure, weak urban planning, poverty, gender inequality, overcrowding, and institutional limitations.
For example, locations like Dhaka, Cox’s Bazar, and Satkhira were identified as highly vulnerable not only because of flooding and cyclones, but also because of structural challenges such as inadequate housing, waterlogging, refugee pressure, and overuse of natural resources. Another reflection is that women and marginalized groups experience greater impacts due to social roles, limited mobility, and unequal access to resources. This shows that vulnerability is deeply connected to social and political systems, not just geography or climate events.
I have never played a text based rpg game but I have played Call of Duty which is less test based. Reflecting on my experience playing Call of Duty, the choices I made during gameplay were influenced by limited resources, pressure, and the need to survive. I often chose cautious strategies such as seeking cover, working with teammates, and managing resources carefully. Poor decisions usually led to failure, replanning and coordination.
These choices relate closely to the challenges discussed in the vulnerability mapping activity. Just as players are vulnerable when resources or support systems are weak, communities face greater risks when infrastructure, planning, and institutions are inadequate. Both the challenges and the game highlight that being prepared, good decision-making, and team action are critical for reducing vulnerability and building resilience.


