Serious Gaming in CBRNe Domain: A Survey on User Expectations, Concerns and Suggestions


Sürer E., Atalay T. B., Demirkan D. Ç., Düzgün H. Ş.

3rd International Conference CBRNE - Research & Innovation, Nantes, Fransa, 20 - 23 Mayıs 2019, ss.43

  • Yayın Türü: Bildiri / Özet Bildiri
  • Basıldığı Şehir: Nantes
  • Basıldığı Ülke: Fransa
  • Sayfa Sayıları: ss.43
  • Orta Doğu Teknik Üniversitesi Adresli: Evet

Özet

Serious gaming, the umbrella term describing the video and board games having an ulterior motive rather than only entertainment, is widely used in several domains such as health, education, and military. The use of serious gaming in Chemical, Biological, Radiological, Nuclear, and Explosives (CBRNe) domain is quite a new concept, which makes it open to several questions, misunderstandings (e.g. game or simulation), and expectations. In this study, a pre-development survey for a serious game on CBRNe [1], which is currently been developed for European Network Of CBRN TraIning CEnters (eNOTICE) project [2], is presented. The serious game in eNOTICE aims to train the CBRNe personnel under different scenarios, conditions, and environments. Before the game is developed and adapted to different scenarios, we formed a 24-question questionnaire [3] under three sections for the purposes of: 1) collecting information on participant’s video-gaming background, 2) evaluating participant’s idea on Serious Games / Games for Change, and 3) assessing user expectations from eNotice Serious Game. For the time being, 14 CBRNe professionals from different backgrounds participated to the survey, answered the questions, and filled the open-ended forms on suggestions. The analysis of the results demonstrates a preliminary layout of opportunities and challenges laying ahead in this domain with a list of the main expectations, misconceptions and suggestions. Majority of the participants (13 out of 14 participants) was highly positive about pursuing CBRNe training using serious games while the only person giving negative feedback was against using video games in general, but still suggested how to integrate them to the training—which is a positive step towards idea exchange and brainstorming. This preliminary study demonstrates the fact that the use of serious gaming in CBRNe domain is a promising and expected research concept which will further enhance the capabilities of training centers. Acknowledgments: This work is supported by European Network Of CBRN TraIning Centers (eNOTICE) project funded under EU H2020 (Project ID: 740521).