Alternate Reality Game for Emergency Response Training: A Review of Research
Zheng Zhou, Jack Shen-Kuen Chang, Purdue University, United States ; Jing Pan, JCM International Management Engineering Institute, China ; David Whittinghill, Purdue University, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in New Orleans, LA, USA ISBN 978-1-939797-12-4 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA
Disasters are immense and shocking events which, in their wake, require the collective efforts of an entire community to achieve a successful recovery. Engaging and educating a given community well in advance of a disaster contributes notably to better sharing of resources and an overall efficient and effective emergency response. This research first examines traditional methods used in emergency response, as well as computer simulation-based emergency drills, followed by the use of gaming in emergency response training, from board games to computer games using simulation technologies. It is found that alternate reality games, which are driven by transmedia storytelling and devoted to establishing interactions across real and fictional worlds, suit the need of emergency response training best, yet is still lacking. Ultimately, this research posits suggestions for designing an ARG to train college students to respond to common emergency scenarios occurring on university campuses.
Zhou, Z., Chang, J.S.K., Pan, J. & Whittinghill, D. (2014). Alternate Reality Game for Emergency Response Training: A Review of Research. In T. Bastiaens (Ed.), Proceedings of World Conference on E-Learning (pp. 2145-2153). New Orleans, LA, USA: Association for the Advancement of Computing in Education (AACE).
© 2014 Association for the Advancement of Computing in Education (AACE)
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