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Understanding Engagement within the Context of a Safety Critical Game

Published: 15 October 2017 Publication History

Abstract

One of the most frequent arguments for deploying serious games is that they provide an engaging format for student learning. However, engagement is often equated with enjoyment, which may not be the most relevant conceptualization in safety-critical settings, such as law enforcement and healthcare. In these contexts, the term 'serious' does not only relate to the non-entertainment purpose of the game but also the environment simulated by the game. In addition, a lack of engagement in a safety-critical training setting can have serious ethical implications, leading to significant real-world impacts. However, evaluations of safety-critical games (SCGs) rarely provide an in-depth consideration of player experience. Thus, in relation to simulation game-based training, we are left without a clear understanding of what sort of experience players are having, what factors influence their engagement and how their engagement relates to learning. In order to address these issues, this paper reports on the mixed-method evaluation of a SCG that was developed to support police training. The findings indicate that engagement is supported by the experience situational relevance, due to the player's experience of real-world authenticity, targeted feedback mechanisms and learning challenges.

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  • (2022)Learning by Doing: Intrinsic Integration Directs Attention to Increase Learning In GamesProceedings of the ACM on Human-Computer Interaction10.1145/35495036:CHI PLAY(1-18)Online publication date: 31-Oct-2022
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    cover image ACM Conferences
    CHI PLAY '17: Proceedings of the Annual Symposium on Computer-Human Interaction in Play
    October 2017
    590 pages
    ISBN:9781450348980
    DOI:10.1145/3116595
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    Published: 15 October 2017

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    Author Tags

    1. business simulation
    2. engagement
    3. game based learning
    4. player experience
    5. police training
    6. safety critical
    7. serious games

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    CHI PLAY '17 Paper Acceptance Rate 46 of 178 submissions, 26%;
    Overall Acceptance Rate 421 of 1,386 submissions, 30%

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    View all
    • (2022)Learning by Doing: Intrinsic Integration Directs Attention to Increase Learning In GamesProceedings of the ACM on Human-Computer Interaction10.1145/35495036:CHI PLAY(1-18)Online publication date: 31-Oct-2022
    • (2022)Close but Not Too Close: Distance and Relevance in Designing Games for ReflectionProceedings of the ACM on Human-Computer Interaction10.1145/35494876:CHI PLAY(1-24)Online publication date: 31-Oct-2022
    • (2022)A Scoping Review of Ethics Across SIGCHIProceedings of the 2022 ACM Designing Interactive Systems Conference10.1145/3532106.3533511(137-154)Online publication date: 13-Jun-2022
    • (2020)Tensions Within the Ministry of ProvenanceSimulation and Gaming10.1177/104687811881886750:3(329-358)Online publication date: 18-Jun-2020
    • (2020)Now Wash Your Hands: Understanding Food Legislation Compliance in a Virtual Reality Restaurant KitchenProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3410404.3414237(169-180)Online publication date: 2-Nov-2020
    • (2020)Statistical Significance Testing at CHI PLAY: Challenges and Opportunities for More TransparencyProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3410404.3414229(4-18)Online publication date: 2-Nov-2020
    • (2018)Systematic Review and Validation of the Game Experience Questionnaire (GEQ) - Implications for Citation and Reporting PracticeProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play10.1145/3242671.3242683(257-270)Online publication date: 23-Oct-2018

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