2014
DOI: 10.1007/978-3-319-11200-8_16
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Immersive Multi-user Decision Training Games with ARLearn

Abstract: Abstract. Serious gaming approaches so far focus mainly on skill development, motivational aspects or providing immersive learning situations. Little work has been reported to foster awareness and decision competencies in complex decision situations involving incomplete information and multiple stakeholders. We address this issue exploring the technical requirements and possibilities to design games for such situations in three case studies: a hostage taking situation, a multi-stakeholder logistics case, and a… Show more

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Cited by 10 publications
(8 citation statements)
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“…It is notable that there were several games [8,[23][24][25][26][27][28][29][30][31][32] that were referred to as AR games, but that were excluded from the final results because they did not satisfy my definition of AR. These games are essentially educational location-based mobile games based on the ARIS (Augmented Reality Interactive Storytelling) [33], ARLearn [8], or FreshAiR (http://www.playfreshair.com/) platforms, but their concept of AR is merely location-awareness without virtual content being augmented on top of a real-world view.…”
Section: Literature Reviewmentioning
confidence: 99%
“…It is notable that there were several games [8,[23][24][25][26][27][28][29][30][31][32] that were referred to as AR games, but that were excluded from the final results because they did not satisfy my definition of AR. These games are essentially educational location-based mobile games based on the ARIS (Augmented Reality Interactive Storytelling) [33], ARLearn [8], or FreshAiR (http://www.playfreshair.com/) platforms, but their concept of AR is merely location-awareness without virtual content being augmented on top of a real-world view.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Usability problems are also highlighted in Klemke et al (2014), which also recognizes the potential of AR wearable devices in overtaking the attention tunneling problem by making the interaction and the user experience as much as natural, immersive and intuitive possible, avoiding also the need from the user to switch his/her attention between the task deployed in the augmented context and the device in his/her hand. Bacca et al (2014) performed a detailed systematic review of the state of the art in AR, analysing the field of education, the target group, the type of AR, the reported purposes, advantages, limitations, affordances and effectiveness of AR in educational settings.…”
mentioning
confidence: 99%
“…While we have first results indicating that this kind of games is helpful and can provide effects [37] in other case studies, we are looking for ways to further formalise the design and implementation of multi-user decision training games [38]. Our research Fig.…”
Section: Resultsmentioning
confidence: 92%
“…The SALOMO 1 project aims to provide training solutions to create situational awareness [2] to cope with this situation and to highlight the importance of communication. As multi-stakeholder decision situations confronted with time restrictions and incomplete information such as emergencies have been recognised as a relevant field 1 SALOMO: Situational Awareness for LOgistic Multimodal Operations for training [4][5] [6], a multi-user board game has been designed, which emulates the decision process in the port environment. The goal of the game is to sensitize stakeholders in a value chain about communication and inter-dependencies.…”
Section: Introductionmentioning
confidence: 99%