Chapter 7 Programming for Risks 7 Programming for Risks Programming for Risks C H A P T E R
Jan 06, 2016
Chapter 7 Programming for Risks
7
Programming for RisksProgramming for Risks
C H A P T E R
Programming for Risks
• Traditionally, safety managers seek to eliminate any and all risks.
• The recreation and park field and the outdoor field in particular embrace risk as an important component in challenge activities.
• The question becomes how to properly program for risks.
2 x 2 Risk Matrix
• Compares the relationship of actual versus perceived risks when designing programs
• Complements the adventure experience paradigm (AEP)
• Focuses on designing an activity that provides the appropriate experience
• Four quadrants of actual and perceived risk
(continued)
2 x 2 Risk Matrix (continued)
High Actual and High Perceived Risks
• Participants recognize that a high-risk situation is high risk.
• Participants tend to be receptive to the risks present.
• For those seeking mastery, actual risks are an integral part of the activity.
• Example: The Upper Youghiogheny River
Low Actual and Low Perceived Risks
• The actual risks present are low and the participants perceive the risks as low.
• Example: A lazy river ride
High Actual and Low Perceived Risks
• Participants do not recognize the high risks present.
• This category is potentially dangerous for recreation programmers.
• This category requires educating participants of the dangers or mitigating the actual risks on behalf of the participants.
• Example: The drowning trap
Drowning Trap
Low Actual and High Perceived Risks
• This category is full of chills and thrills but is relatively safe.
• This is a good programming strategy for activities in which participants do not seek mastery.
• Example: A roller coaster
AEP
• Built on optimal arousal theory and flow concepts
• Inverted-U curve and flow models
• Superimposes a participant topology on the flow model (risks and challenges)
(continued)
AEP (continued)
• Perform slower than optimum and performance decreases because participant becomes bored.
• Perform faster than optimum and performance decreases because of errors.
• Perform at optimum level and flow-type experience can result.
Inverted-U Curve
Five Categories of the AEP
• Devastation and disaster
• Misadventure
• Peak adventure
• Exploration and experimentation
• Adventure
AEP Integrates Inverted-U and Flow Models
• Peak adventure occurs when the resultant outcome matches perceived challenges with participant’s competency.
• Misadventure or devastation and disaster result when actual risks significantly exceed perceived risks.
• Adventure or exploration and experimentation occur when competence exceed risks.
Adventure Categories
AEP From the Participant’s Perspective
• The paradigm juxtaposes participant’s perceived risks and participant’s actual competence.
• The resultant outcome is the relationship between the perceived risk and actual competence.
(continued)
AEP From the Participant’s Perspective (continued)
Programming Implications
• 2 x 2 risk matrix and AEP provide programming strategies.
• They provide situations to avoid.
– Devastation and disaster, misadventure
– Situations that are high in actual risk and low in perceived risk
• The models provide strategies to help optimize the experience provided.
Legal Implications
• Know and practice the common practices of the activity and the standards of the industry serving the activity.
• Know which risks contribute to the experience and which do not (e.g., a worn-out climbing rope does not increase the challenge in a climbing activity).
Summary
• The recreation and park industry tends to embrace risk as an integral component of their programs.
• For general recreational activities, consider those low in actual risk and high in perceived risk (e.g., a roller coaster).
• The AEP is applicable to most recreational experiences involving mastery or challenge.