2016
DOI: 10.1007/978-3-319-40216-1_3
|View full text |Cite
|
Sign up to set email alerts
|

D-CITE - A Serious Game to Analyze Complex Decision-Making in Air Traffic Management

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1

Citation Types

0
4
0

Year Published

2016
2016
2024
2024

Publication Types

Select...
3
1
1
1

Relationship

1
5

Authors

Journals

citations
Cited by 6 publications
(4 citation statements)
references
References 4 publications
0
4
0
Order By: Relevance
“…Lately, video games have accelerated this trend in safety and defense [22], A-CDM (for Airport Collaborative Decision Making) [23], clinical healthcare [24] or business management [25]. Serious games are particularly suited for such an undertaking as they enable a player or a group of players to make decisions freely and experience their consequences in a virtual, safe and controlled environment.…”
Section: B Decision Support Systemsmentioning
confidence: 99%
“…Lately, video games have accelerated this trend in safety and defense [22], A-CDM (for Airport Collaborative Decision Making) [23], clinical healthcare [24] or business management [25]. Serious games are particularly suited for such an undertaking as they enable a player or a group of players to make decisions freely and experience their consequences in a virtual, safe and controlled environment.…”
Section: B Decision Support Systemsmentioning
confidence: 99%
“…SG are de ned as games for learning more that for entertainment. They are widely used in the elds of professional development and training, education, and scienti c research [38,39], especially in environments where there is a high risk for adverse events, such as air tra c control [40] and the military [41]. In the medical eld, SG have already been used to show that interruptions lengthen the duration of medical evaluations and affect subsequent decisions, which begin by being more disorganized and deviate from prescribed standards [41].…”
Section: Introductionmentioning
confidence: 99%
“…SG are de ned as games whose primary purpose is neither fun nor entertainment. These are frequently used in the context of professional development and training, education, and scienti c research (39,40) to develop competencies in elds where poor decisions are associated with a high adverse-event risk, such as air tra c control (41) and the military (42). More recently, SG have been used in the medical eld to examine, for example, the impact of task interruptions on the medical evaluation of patients.…”
Section: Introductionmentioning
confidence: 99%