Abstract
Over the last decades, technological advancements have enabled the gamification of many of modern society’s processes. Crisis management training has benefited from the introduction of human-machine interfaces (HMIs) and wearable monitoring sensors. Crisis responders are nowadays able to attend training sessions through computer-simulated crisis scenarios while simultaneously receiving real-time feedback on their operational and cognitive performance. Such training sessions would require a considerable amount of resources if they were to be recreated in the real world. We introduce Andromeda, a toolkit designed to allow remote-access, real-time crisis management training personalisation through an applied game. Andromeda consists of a browser-based dashboard which enables real-time monitoring and adaptation of crisis management scenarios, and a remote server which securely stores, analyses and serves training data. In this paper, we discuss Andromeda’s design concepts and propose future studies using this toolkit. Our main focal points are player stress response modelling and automated crisis management training adaptation.
| Original language | English |
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| Title of host publication | International Conference on Games and Learning Alliance |
| Publisher | Springer |
| Pages | 139-147 |
| Number of pages | 9 |
| ISBN (Electronic) | 978-3-030-34350-7 |
| ISBN (Print) | 978-3-030-34349-1 |
| DOIs | |
| Publication status | Published - 2019 |
| Event | 8th International Conference on Games and Learning Alliance, GALA 2019 - Athens, Greece Duration: 27 Nov 2019 → 29 Nov 2019 https://conf.seriousgamessociety.org/ |
Publication series
| Name | Lecture Notes in Computer Science |
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| Publisher | Springer, Cham |
| Volume | 11899 |
Conference
| Conference | 8th International Conference on Games and Learning Alliance, GALA 2019 |
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| Country/Territory | Greece |
| City | Athens |
| Period | 27/11/19 → 29/11/19 |
| Internet address |
Keywords
- Crisis management
- Game-based training
- Serious games
- Personalised games
- Real-time adaptation
- Player monitoring