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Improving Safety Training Through Gamification: An Analysis of Gaming Attributes and Design Prototypes

  • Leonard D. BrownEmail author
  • Mary M. Poulton
Conference paper
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 780)

Abstract

New approaches are needed to improve outcomes for safety training in hazardous industries. We use an evidence-driven approach to identify the key attributes of serious games that have the potential to improve safety training. Following a detailed needs assessment, we identified four major themes of usability problems which may be addressed through gamification: Limited accessibility, lack of context, lack of consequence, and absence of practicum. Based on our analysis, a series of application prototypes was developed to improve safety training in the mining industry. In particular, we discuss Harry’s Hard Choices, a game for mining emergency response training. Pilot tests indicate high levels of user satisfaction and engagement and anecdotal evidence of training transfer.

Keywords

Serious games Training Mining Usability Contextual Inquiry 

Notes

Acknowledgements

We thank Michael Peltier for his significant contributions to the serious games development. We also thank Eric Lutz, Aly Waibel, Michelle Lutz, and the many industry experts who participated in our field studies. This work was supported by NIOSH award 1U60-OH010014, Science Foundation Arizona award SRG-0330-08, and MSHA Brookwood-Sago awards BS-22468-11-60-R-4, BS-23833-12-60-R-4, and BS-26353-14-60-R-4. The authors have disclosed a financial interest in Desert Saber, LLC to the University of Arizona. These interests have been reviewed and are being managed by the University of Arizona in accordance with its policies on outside interests.

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Copyright information

© Springer International Publishing AG, part of Springer Nature 2019

Authors and Affiliations

  1. 1.Lowell Institute for Mineral ResourcesUniversity of ArizonaTucsonUSA

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