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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Workshop on Collaborative Technologies for Working and Learning, Sept.</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Games for Learning Cooperation at Work: the case of crisis preparedness</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ines Di Loreto</string-name>
          <email>inesd@idi.ntnu.no</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Monica Divitini</string-name>
          <email>divitini@idi.ntnu.no</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Dept. of Information</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Computer Science</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Trondheim</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Norway</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Norwegian University of Science and Technology</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2013</year>
      </pub-date>
      <volume>21</volume>
      <issue>2013</issue>
      <abstract>
        <p>In order to achieve crisis preparedness a number of approaches are combined including traditional training through courses and training material, coaching, simulated emergencies to recreate realistic working experiences, and structured debriefings to learn by reflecting on specific work experiences. Recently, Serious Games have also been proposed for this domain and experiments on their usage show that games can help to address some of traditional training limitations. In this paper we describe the first steps towards the creation of a system for supporting crisis preparedness through games. In particular, based on our experience with this domain, we reflect on the use of serious games for learning cooperation at work. A set of questions for guiding further research are identified.</p>
      </abstract>
      <kwd-group>
        <kwd />
        <kwd>Serious Games</kwd>
        <kwd>Crisis Management</kwd>
        <kwd>Cooperation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Work in crisis situations, like earthquakes and floods, is highly cooperative [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. First,
cooperation might take place inter sectors/agencies [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. A crisis in fact requires the
orchestrated action of a myriad of actors, e.g., firefighters and medical units. It is
therefore very important that the different agencies communicate and coordinate in
order to achieve a common goal, within the specific areas of responsibility.
Cooperation at this level is taking place both in coordination rooms and in the field. Second,
cooperation takes place intra sector [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Within workers of any given involved sector,
work is generally organized in teams. These teams in many cases involve people with
different levels of competencies who do not share experience on a continuous basis,
as for example volunteers who are called in only when a major crises strikes. In
addition, providing optimal response requires cooperation between the agency
coordinators and workers in the field as well as, if needed, cooperation across teams of the
same agency. Finally, cooperation is required between crisis workers and citizens.
Citizens might provide an essential contribution e.g., by sharing updated local
information or by cooperating to process high amounts of data [
        <xref ref-type="bibr" rid="ref6 ref7">6,7</xref>
        ]. Cooperation
strate
      </p>
      <p>Copyright © 2013 for the individual papers by the papers' authors.
gies to be adopted at the three levels might be very different and involve different
actors.</p>
      <p>
        Training of crisis workers has to take into account the cooperative nature of the
work. Therefore, training is not only addressing learning of operational procedures
and use of specific equipment, but also the development of cooperation skills, like
appropriate communication styles, information sharing, and coordination [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Some of
the required cooperation skills are general, while others are deeply intertwined with
procedures for specific situations.
      </p>
      <p>
        A number of approaches are combined for training for crisis preparedness,
including traditional training through courses and training material, coaching, simulated
emergencies to recreate realistic working experiences [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], and structured debriefings
to learn by reflecting on specific work experiences [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Serious games, i.e. games
designed for a primary learning purpose other than pure entertainment, have also been
proposed for this domain [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Games for crisis management offer an interesting
complement to traditional training as they support players in exploring a set of
possibilities and playing with different solutions, fulfilling goals in a variety of unique,
sometimes, unanticipated ways. Experiments on their usage show that games can be
promising tools able to address some of the limitations of traditional training.
      </p>
      <p>In this paper we briefly present the work that we have done in the area of serious
games for crisis preparedness, with focus on training of cooperation skills. The main
purpose is to share this experience at the workshop in order to discuss strengths and
challenges connected to the use of serious games to support learning of cooperation
skills in the workplace.
2</p>
    </sec>
    <sec id="sec-2">
      <title>State of the art</title>
      <p>
        To understand the current state of the art in the crisis management field we analyzed
how cooperation was taken into account in 10 serious games for crisis management
training [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. Hereafter we present a summary of the results.
      </p>
      <p>
        Communication: All the analyzed works put communication between the team
members at the core of the learning experience. However we can distinguish two
approaches. From one hand the system generates a task environment in which a group of
people co-operate to deal with a crisis with an inter-sector approach [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Other works
use a more hierarchical approach. In [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] one player assumes the role of the incident
commander (again with an inter-sector approach) and establishes a decontamination
zone. The others players communicate over radios and respond to the situation
accordingly.
      </p>
      <p>
        Roles and Coordination: The way teams coordinate is generally dependent on how
specific game sessions evolve, but coordination generally plays an important role in
training games. For example, in [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] the task of the staff is to get an overview of the
situation and to co-ordinate and schedule the fire-fighting units so that they can
extinguish the fire and save the houses. Most of the analyzed works take into consideration
different roles inside the game. For example, [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] places its users in a crisis
management team that is dealing with an evolving emergency (e.g. a huge fire close to a
chemical park). Each member is assigned a specific role that has unique abilities. These
roles (e.g. leader of the team) are based on the roles of members of crisis units in
reality. An interesting approach used by few works is cross training – i.e., shifting to
different roles - to provide learners with a more elaborate perspective of the situation or
problem. Using role switching requires the learner to learn a variety of skills and
provide a broader, more detailed understanding of the processes and roles of a team. [
        <xref ref-type="bibr" rid="ref12 ref8">8,
12</xref>
        ] and [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] are interesting examples about how to use role switching to teach different
skills.
      </p>
      <p>
        For what concern citizens training, in the domain of serious games we were only
able to find games aimed at sensitizing the population, not at training communication
and coordination skills (see e.g., FloodSim [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] and Levee Patroller [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]).
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Towards a game ecology</title>
      <p>
        Because of the importance of cooperation skill training underlined in previous
sections we have designed 3 serious games for crisis training which explicitly train
different kinds of cooperation skills: Don’t Panic [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], Modo [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], and Flooded.
      </p>
      <p>Don’t Panic is a cooperative board game addressing inter sectors/agencies
cooperation. The game is mainly targeting the leaders of different agencies involved in
crisis management. The game has multiple aims linked to soft skills teaching and
learning, but in particular wants to teach communication styles useful to manage crisis
events and foster team building.</p>
      <p>MoDo is a mobile game to be played in teams in a physical environment through
the usage of mobile devices and technology-augmented objects. With this game we
targeted crisis workers, focusing at intra-team coordination.</p>
      <p>Flooded is a location-based mobile game to be played in the player's local territory
aimed at sensitizing citizens to the risks linked to flooding. Because of the target, the
dynamics are less strict and the game focuses on showing the impact of bad
coordination and communication in a crisis. Fig. 1 shows the different interaction
modalities used in the games.</p>
      <p>
        Our first assessments [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] show that these games can be useful for soft skills
teaching in crisis management, even having low development cost as a requirement.
      </p>
      <p>The games we conceived until now address in a separate way the three identified
cooperation levels. Our next step will be to bring these games together. For example,
we want to link Don’t Panic and MoDo, so that players of the first can create missions
to be completed by the players of the second. In this way we can create a more
holistic approach to crisis management teaching and learning problem.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Issues for discussion at the workshop</title>
      <p>Basing on our experience, at the workshop we are interested in discussing issues
connected to the usage of games for training cooperation skills.</p>
      <p>Issues of relevance are:
- What are the strengths and weaknesses of games for learning cooperation
skills? Our initial results are positive, showing the development of relevant
skills, even if we have not yet conducted a large-scale evaluation. At the same
time, it is difficult to evaluate the actual learning impact of these tools,
especially in relation to cooperation skills, which are intrinsically difficult to
measure.
- Are games for learning cooperation equally suitable in different work
domains? I.e., is it possible to reuse the game dynamics in a different domain?
- To what extent cooperation skills can be developed with games that are
independent by specific work practices? For example, the games that we have
developed refer to specific crisis situations, e.g. panic management and floods.
Research is needed to understand the advantages of integrating the learning of
cooperation skills with other work-related skills and evaluate them against
cost. In fact, more generic games not connected to specific work practices
could have the advantage of being usable across domains.
- How do game dynamics strengthen or weaken the training of certain
cooperation skills? The games that we have developed are all cooperative, requiring a
team to work together towards a common objective, winning or loosing
together. This reflects reality. At the same time, it is known that competition
across teams can act as a strong motivator to playing (and therefore learning).
Could competition be adopted as motivator without negatively impacting on
the learning objective of the game?
- How are different modalities of interaction promoting or hindering
cooperation? For example, in Don´t Panic the physical configuration of the game
recreates, to a certain extent, a situation similar to the one in a control room and it
seems to promote team building and co-located communication. A mobile
game, with players physically distributed, promotes completely different styles
of communication and information sharing.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgements</title>
      <p>The work was partly funded by the NFR VERDIKT FABULA project. We thank
the students who helped us in the design and development of the games presented in
the paper and the volunteers who helped us with the evaluation. A special thank is due
to Simone Mora and Gianni Della Valle.</p>
    </sec>
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