@inproceedings{6540d621e5c74ef99f8573a92950abdf,
title = "Game on! The role of human factors in serious gaming for defence medicine and other real-time training applications",
abstract = "{"}Serious gaming{"} has been described as a global revolution in interactive 3D (i3D) technology that promises to develop intuitive, affordable, accessible and familiar training environments for a wide range of educational and training applications, from medicine and healthcare to defence training for urban operations. The quality, performance and affordability of today's {"}first person shooter{"} games were unimaginable to the {"}veterans{"} of the real-time simulation and virtual reality (VR) communities in the 1980's and early 1990's. Yet the primary ambition of those veterans - to achieve immersive experiences in lifelike environments populated with {"}avatars{"} representing real human participants from across the world - is closer today than ever before. However, as was the case for the VR {"}era{"}, failing to recognise the importance of key human factors issues in serious gaming leads to the delivery of synthetic training packages that contain inappropriate content delivered via unusable interactive technologies. This paper reviews the background to the rise of the serious gaming community, addressing the supporting evidence for the exploitation of gaming technologies in defence part-task training and the human factors issues that must be given due consideration early in the design process.",
keywords = "Human factors, Serious games, Simulation",
author = "Stone, {R. J.}",
year = "2005",
doi = "10.1049/ic:20050460",
language = "English",
isbn = "0863415768",
series = "IET Seminar Digest",
number = "11078",
pages = "119--126",
booktitle = "IEE and MOD HFI DTC Symposium on People and Systems - Who are we Designing for",
edition = "11078",
note = "IEE and MOD HFI DTC Symposium on People and Systems - Who are we Designing for ; Conference date: 16-11-2005 Through 17-11-2005",
}