Training and learning for crisis management using a virtual simulation/gaming environment.

Authors
Walker, Warren E. ; Giddings, Jordan ; Armstrong, Stuart

Recent advances in computers, networking, and telecommunications offer new opportunities for using simulation and gaming as methodological tools for improving management. It has become easy to develop virtual environments to support games, to have players at distributed workstations interacting with each other, to have automated controllers supply exogenous events to the players, to enable players to query online data files during the game, and to prepare presentation graphics for use during the game and for post-game debriefings. Videos can be used to present updates to players in newscast format and to present pre-taped briefings by experts to players. Organizations responsible for are already using such technologies in constructing systems (CMSs) to coordinate to a crisis, provide decision support during a crisis, and support activities prior to the crisis and after the crisis. If designed with gaming in mind, those same CMSs could be easily used in a simulation mode to play a crisis management game. Such a use of the system would also provide personnel with opportunities to rehearse for real crises using the same tools they would have available to them in a real crisis. In this paper, we provide some background for the use of simulation and gaming in crisis management , describe an architecture for simulation and gaming, and present a case study to illustrate how virtual environments can be used for crisis management . (PsycINFO Database Record (c) 2016 APA, all rights reserved)

Codebooks
SLR Criteria
Summary

Literature review / Case Study

Summary

Four decisions important for designing gaming :Time settingEnvironmental settingLevel of detailKnowledge, experience, and sophistication of players

SLR Criteria
Summary

Provide some background for the use of simulation and gaming in management , describe an architecture for simulation and gaming.

SLR Criteria
Summary

Simulation and gaming can play a useful and even pivotal role in management planning and and its real-time delivery.Benefits and barriers to realizing gaming a simulation environments are presentedE.g. Benefit: allow experimentation in nearly real-life situations / Barrier: validation

SLR Criteria
Summary

Case Study to illustrate how virtual environments can be used for management .Show how new developments in information technology and communications can be used to create more realistic situations and lead to new tools for educating crisis managers to respond to and manage crises.

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