Understanding Engagement within the Context of a Safety Critical Game

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.

[1]  Patrick McAndrew,et al.  Game-Play Breakdowns and Breakthroughs: Exploring the Relationship Between Action, Understanding, and Involvement , 2015, Hum. Comput. Interact..

[2]  D. Crookall Serious Games, Debriefing, and Simulation/Gaming as a Discipline , 2010 .

[3]  Nicola Whitton Digital Games and Learning: Research and Theory , 2014 .

[4]  Keith Nesbitt,et al.  Comparing usability and engagement between a serious game and a traditional online program , 2016, ACSW.

[5]  Thomas W. Malone,et al.  Toward a Theory of Intrinsically Motivating Instruction , 1981, Cogn. Sci..

[6]  Andruid Kerne,et al.  Zero-fidelity simulation of fire emergency response: improving team coordination learning , 2011, CHI.

[7]  Alistair G. Sutcliffe,et al.  Analyzing the Role of Interactivity in User Experience , 2017, Int. J. Hum. Comput. Interact..

[8]  Mel Slater,et al.  Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire , 1999, Presence.

[9]  James E. Driskell,et al.  Games, Motivation, and Learning: A Research and Practice Model , 2002 .

[10]  Jeffrey Wimmer,et al.  Simon Egenfeldt-Nielsen / Jonas Heide Smith / Susana Pajares Tosca (2008): Understanding video games. The essential introduction. New York / London: Routledge , 2009 .

[11]  Paula Escudeiro,et al.  Can SME Managers Learn from Games? , 2014, Interacción '14.

[12]  N. Pidgeon,et al.  Qualitative research and psychological theorizing. , 1992, British journal of psychology.

[13]  J. Beaubien,et al.  The use of simulation for training teamwork skills in health care: how low can you go? , 2004, Quality and Safety in Health Care.

[14]  Lawrence W. Sherman,et al.  General deterrent effects of police patrol in crime “hot spots”: A randomized, controlled trial , 1995 .

[15]  Ahmed BinSubaih,et al.  A serious game for traffic accident investigators , 2006, Interact. Technol. Smart Educ..

[16]  Jonas Heide Smith,et al.  Understanding Video Games: The Essential Introduction , 2008 .

[17]  Vicki Trowler Student engagement literature review , 2010 .

[18]  David Dunlap,et al.  The impact of realism on learning engagement in educational games , 2007, Future Play.

[19]  John Kirriemuir,et al.  Literature Review in Games and Learning , 2004 .

[20]  M. P. Jacob Habgood,et al.  Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games , 2011 .

[21]  Anne Adams,et al.  Exploring Emotion Representation to Support Dialogue in Police Training on Child Interviewing , 2016, JCSG.

[22]  Paul A. Cairns,et al.  A grounded investigation of game immersion , 2004, CHI EA '04.

[23]  R. Berk,et al.  The specific deterrent effects of arrest for domestic assault. , 1984, American sociological review.

[24]  B. Kapralos,et al.  Using Serious Games and Virtual Simulation for Training in the Fire Service: A Review , 2015 .

[25]  Ian Bogost,et al.  Persuasive Games: The Expressive Power of Videogames , 2007 .

[26]  B. Winn The Design, Play, and Experience Framework , 2009 .

[27]  A. Adams,et al.  A qualititative approach to HCI research , 2008 .

[28]  Peta Wyeth,et al.  Instructional objectives to core-gameplay: a serious game design technique , 2014, CHI PLAY.

[29]  Xu Sun,et al.  Evaluating user experience of adaptive digital educational games with Activity Theory , 2012, Int. J. Hum. Comput. Stud..

[30]  Paul A. Cairns,et al.  Measuring and defining the experience of immersion in games , 2008, Int. J. Hum. Comput. Stud..

[31]  D. Kort,et al.  D3.3 : Game Experience Questionnaire:development of a self-report measure to assess the psychological impact of digital games , 2007 .

[32]  Nicole C. Krämer,et al.  Training disaster communication by means of serious games in virtual environments , 2011, Entertain. Comput..

[33]  Dirk Heylen,et al.  Improving Social Awareness Through Thought Bubbles and Flashbacks of Virtual Characters , 2015, IVA.

[34]  Ann Blandford,et al.  Semi-structured qualitative studies , 2013 .

[35]  Anne Adams,et al.  Virtual world users evaluated according to environment design, task based and affective attention measures , 2009, BCS HCI.

[36]  Bartholomäus Wissmath,et al.  Immersion in Computer Games: The Role of Spatial Presence and Flow , 2011, Int. J. Comput. Games Technol..

[37]  Noam Tractinsky,et al.  Assessing dimensions of perceived visual aesthetics of web sites , 2004 .

[38]  A. Strauss,et al.  The discovery of grounded theory: strategies for qualitative research aldine de gruyter , 1968 .

[39]  A. Imran Nordin,et al.  Immersion in Digital Games: Review of Gaming Experience Research , 2014 .

[40]  Alexandre N. Tuch,et al.  A systematic review of quantitative studies on the enjoyment of digital entertainment games , 2014, CHI.

[41]  Monica Divitini,et al.  Collaborative Serious Games for Crisis Management: An Overview , 2012, 2012 IEEE 21st International Workshop on Enabling Technologies: Infrastructure for Collaborative Enterprises.

[42]  James Paul Gee,et al.  What video games have to teach us about learning and literacy , 2007, CIE.

[43]  Tarja Susi,et al.  Serious Games : An Overview , 2007 .

[44]  Jenova Chen,et al.  Flow in games (and everything else) , 2007, CACM.

[45]  Patrick McAndrew,et al.  The Gaming Involvement and Informal Learning Framework , 2014 .

[46]  Jeanne H. Brockmyer,et al.  The Development of the Game Engagement Questionnaire: A Measure of Engagement in Video Game Playing: Response to Reviews , 2009, Interacting with computers.