Abstract
Many working tasks in our complex, technology-based world require active participation in a joint action. Communication and cooperation are basic skills needed for a well functioning team, especially in safety-critical domains like security. In this domain, the ability of a team to cooperate sometimes even decides about life and death. The development of situational awareness and understanding is seen as a prerequisite for effective teamwork. Traditional methods of enhancing teamwork related skills are limited due to their lack of flexibility and their distance to real world challenges. The study aims at exploring whether and how a simulation game should be designed in terms of fidelity to support situational awareness training. Results from usability tests show that realistic virtual environments imply the ability to foster teamwork related skills like situational awareness and communication.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsNotes
- 1.
We acknowledge the term “reality” is quite controversial, but do not want to involve in this discussion. With “reality”, we try to describe the physical world we live in and perceive with our natural cognitive abilities.
References
Kriz, W.: Creating effective learning environments and learning organizations through gaming simulation design. Simul. Gaming 34, 495–510 (2003)
Malone, T.W.: What makes things fun to learn? A study of intrinsically motivating computer games. Pipeline 6(2), 50–51 (1981)
Chalmers, A., Debattista, K.: Level of realism for serious games. In: IEEE Proceedings of 2009 Conference in Games and Virtual Worlds for Serious Applications (2009)
Lehman, D.R., Lempert, R.O., Nisbett, R.E.: The effects of graduate training on reasoning: Formal discipline and thinking about everyday-life events. Am. Psychol. 43, 431–442 (1988)
Macedonia, M.: Games Soldiers Play. IEEE Spectr. 39(3), 32–37 (2002)
Bonk, C.J., Dennen, V.P.: Massive multiplayer online gaming: a research framework for military training and education. Technical report, Department of Defense, USA (2005)
Alexander, A.L., Brunye, T., Sidman, J., Weil, S.A.: From Gaming to Training: A Review of Studies on Fidelity, Immersion, Presence, and Buy-in and Their Effects on Transfer in PC-Based Simulations and Games. Aptima Inc, Woburn (2005)
Harteveld, C.: Triadic Game Design. Springer, London (2011)
Feinstein A.H., Cannon H.M.: Fidelity, Verifiability, and validity of simulation: constructs for evaluation. Wayne State University Marketing Department Working Paper 2001-006 (2001). http://sbaweb.wayne.edu/~marketing/wp/008HC.pdf
Hays, R.T., Singer, M.J.: Simulation Fidelity in Training System Design: Bridging The Gap Between Reality and Training. Recent Research in Psychology. Springer, New York (1988)
Toups, Z.O., Kerne, A., Hamilton, W.A.: The team coordination game: Zero-fidelity simulation abstracted from fire emergency response practice. ACM Trans. Comput.-Hum. Inter. 18(4), Article 23, 1–37 (2011)
Visschedijk, G.C.: The issue of fidelity: what is needed in 3D military serious games? Master thesis, University of Twente/TNO, Soesterberg (2010)
Zielke, M.A., Evans, M.J., Dufour, F., Christopher, T.V., Donahue, J.K., Johnson, P., Jennings, E.B., Friedman, B.S., Ounekeo, P.L., Flores, R.: Serious games for immersive cultural training creating a living world. IEEE Comput. Graph. Appl. 29(2), 49–60 (2009)
Kinkade, R.G., Wheaton, G.R.: Training device design. In: Van Cott, H.P., Kinkade, R.G. (eds.) Human Engineering Guide to Equipment Design. American Institute for Research, Washington, DC (1972)
Fink, C.D., Shriver, E.L.: Simulators for maintenance training: Some issues, problems and areas for future research. Technical report: AFHRL-TR-78-27. Air Force Human Resources Laboratory, Technical Training Division, Lowry Air Force Base, Colorado (1978)
Klabbers, J.H.G.: The Magic Circle: Principles of Gaming & Simulation. Sense Publishers, Rotterdam (2006)
Cornacchione, E.B.: Fidelity and game-based technology in management education. Braz. Adm. Rev. 9(2) (2012). http://www.scielo.br/scielo.php?pid=S1807-76922012000200003&script=sci_arttext
Lukosch, H.K., van Ruijven, T.A.W., Verbraeck, A.: The other city? How to design authentic urban environments for serious games. In: Proceedings of the International Conference on Information Systems for Crisis Response and Management (ISCRAM) (2012)
Acknowledgments
The Dutch Pieken-in-de-Delta program and the municipality of The Hague supported this work. Alexander Verbraeck, Theo van Ruijven, Linda van Veen and Bas van Nuland of Delft University of Technology also put a lot of effort in this project.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2014 Springer International Publishing Switzerland
About this paper
Cite this paper
Lukosch, H. (2014). Balancing Fidelity of Simulation Game Environments to Increase Situational Awareness Skills. In: De Gloria, A. (eds) Games and Learning Alliance. GALA 2013. Lecture Notes in Computer Science(), vol 8605. Springer, Cham. https://doi.org/10.1007/978-3-319-12157-4_31
Download citation
DOI: https://doi.org/10.1007/978-3-319-12157-4_31
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-12156-7
Online ISBN: 978-3-319-12157-4
eBook Packages: Computer ScienceComputer Science (R0)