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Gaming simulation design for individual and team situation awareness
KTH, School of Architecture and the Built Environment (ABE), Transport Science, Traffic and Logistics.ORCID iD: 0000-0003-1126-3781
2014 (English)In: Frontiers in Gaming Simulation: 44th International Simulation and Gaming Association Conference, ISAGA 2013 and 17th IFIP WG 5.7 Workshop on Experimental Interactive Learning in Industrial Management, Stockholm, Sweden, June 24-28, 2013. Revised Selected Papers, Springer, 2014, 121-128 p.Conference paper, Published paper (Refereed)
Abstract [en]

Situation awareness is a key concept in understanding operator behaviour. Shortly, it can be described as knowing what is going on. For the past decades, human-in-the-loop simulators have been the traditional type of gaming simulations for studying or training situation awareness. The overall characteristic of gaming simulations is that they are a simulation of a system using gaming methods in which humans take part. Depending on a range of design choices, these gaming simulations take upon different visualizations and approaches to simulate aspects of the real world. Thus, a fundamental question is: what are the minimal requirements of a game to ensure natural levels of (team) situation awareness? This paper aims to capture and define the boundaries and limitations of gaming simulation design, in which the situation awareness of individuals and teams can be simulated and measured.

Place, publisher, year, edition, pages
Springer, 2014. 121-128 p.
Series
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), ISSN 1611-3349 ; 8264 LNCS
Keyword [en]
gaming simulation design, Individual situation awareness, team situation awareness, validity
National Category
Transport Systems and Logistics
Identifiers
URN: urn:nbn:se:kth:diva-145505DOI: 10.1007/978-3-319-04954-0_15Scopus ID: 2-s2.0-84958549100OAI: oai:DiVA.org:kth-145505DiVA: diva2:718475
Conference
44th International Simulation and Gaming Association Conference, ISAGA 2013 and 17th IFIP WG 5.7 Workshop on Experimental Interactive Learning in Industrial Management; Stockholm; Sweden; 24 June 2013 through 28 June 2013
Note

QC 20140521

Available from: 2014-05-21 Created: 2014-05-21 Last updated: 2017-05-03Bibliographically approved

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Meijer, Sebastiaan A.

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CiteExportLink to record
Permanent link

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Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf