<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Virtual reality as a communication tool for fire safety - Experiences from the VirPa project</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>David Oliva</string-name>
          <email>david.oliva@turkuamk.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Brita Somerkoski</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kimmo Tarkkanen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anttoni Lehto</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mika Luimula</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Turku University of Applied Sciences</institution>
          ,
          <addr-line>Turku</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Turku</institution>
          ,
          <addr-line>Turku</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <fpage>8</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>This paper presents a serious game on fire safety that utilises virtual reality (VR) technology. The game represents an office being engulfed in smoke while the player's task is to escape the building, but the player is not aware of this goal before the fire alarm is triggered in the game environment. This radical shift in game dynamics is an authentic representation of the unexpected nature of an actual fire alarm. The game was mainly designed to collect information on players' actions for analysing them as representations of human behaviour in a real fire situation. For our study, 169 people played the game in controlled environments. The recorded metrics demonstrate the potential of VR applications as tools for fire-related learning and behavioural analysis, while the results from a post-game user experience questionnaire show that the players were highly engaged in the fire evacuation task and found the VR application to be an appealing training environment. This paper analyses the pros and cons of the game design project and proposes actions to be implemented in future VR games on fire safety.</p>
      </abstract>
      <kwd-group>
        <kwd>Virtual reality</kwd>
        <kwd>Serious games</kwd>
        <kwd>Fire safety</kwd>
        <kwd>User experience</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Fire safety education has two aims: 1) to change peoples’ behaviour so that fire
mortality and morbidity rates decrease and 2) to provide information that helps people to
understand the risks involved and respond to emergencies. In practice, fire safety refers
to either preventive measures in the case of fire or to limiting the spread of fire and
smoke [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. As fire safety situations are difficult to practice in real life environments [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ],
virtual reality (VR) applications become a fruitful context for educational aspects
relating to fire safety. Fire-related injuries are expensive to treat and the healing process is
long. In Finland, the number of fire-related deaths is relatively high compared with the
other Nordic countries [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Previous fire safety research shows that people tend to
ignore fire alarms, dismiss exit signs, and lack awareness of escape routes [
        <xref ref-type="bibr" rid="ref1 ref4 ref5">1, 4, 5</xref>
        ]. These
facts, combined with figures of fire deaths caused by people who could not exit in
emergency situations, have raised needs for innovative methods for fire safety training.
      </p>
      <p>
        This paper introduces the VirPa project where VR technology was applied to the
theme of fire safety. The project aimed to determine whether an immersive and realistic
VR game is a suitable tool for interactive fire safety learning and communication. By
“learning”, we refer not only to individuals’ knowledge, skills, attitudes and values, but
also to their ability and will to act in specific situations [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Furthermore,
“communication” is viewed not only pedagogically, but also the other way around as a possibility
for obtaining information about human behaviour and the type of decision-making that
occurs in a VR environment. The paper presents empirically collected data related to
the behaviour and user experience (UX) of the players in an unexpected fire situation,
which is discussed from the points of view of fire safety and game design.
      </p>
      <p>Overall, 169 test subjects participated in the empirical study covering four different
target groups: 14-year-old children, university students, office workers and fire
departments employees. The game recorded player actions during the fire situation based on
predefined criteria, whereas their experiences were surveyed with two UX
questionnaires immediately after the game was finished.</p>
      <p>Our hypothesis is that relating to fire safety, a VR game such as VirPa is able to
function as a communicational tool with a strong pedagogical potential. The overall
analysis touches upon the performance of the subjects in the escape task and on the
efficiency of the game itself to collect data. The discussion also concentrates on how
possible training needs regarding fire safety as well as possible benefits and gaps in the
game design can be brought forward via data analysis. From the design-driven point of
view, collecting player experiences helps to evaluate the effectiveness of the VR in the
fire safety context, thus contributing to the future design of systems. To that end, the
paper aims at identifying game-related issues that are worth taking into account when
designing the narrative continuum for a serious game similar to what we present here.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Fire Safety in Virtual Reality</title>
      <p>
        Serious games are games developed for more than pure entertainment. A serious
educational game can be fun, but it also needs to teach something new to the players or
strengthen their existing knowledge. Serious games in VR are used for educational
purposes [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], specifically to enable learning while performing simulated activities, which
are dangerous and even impossible to be performed in the real life [
        <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
        ]. Technical
details for improving effectiveness, entertainment value and player engagement have
been discussed for instance by Arnab et al [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        Within the domain of fire safety, VR has been applied in many ways. For instance,
in training general public in evacuation and rescue situations in road tunnels [
        <xref ref-type="bibr" rid="ref11 ref12">11, 12</xref>
        ]
and in university buildings [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]; in improving fire safety skills of children and their
evacuation behaviour in residential buildings [
        <xref ref-type="bibr" rid="ref14 ref15">14, 15</xref>
        ]; in training firefighters in general
[
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] as well as for optimal rescue path selection [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]; in estimating the behaviour of
people in danger [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]; and to understand human behaviour in fire [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. The game-based
firefighter training simulator called Sidh was used in a feasibility study to analyse the
performance and reflections of 31 firefighter students [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. The study proved Sidh to
be a useful complement to traditional firefighter training methods partly thanks to the
high entertainment value achieved by the game. The entertainment value was
considered an important issue for game engagement and volunteering for additional training.
      </p>
      <p>
        In a study by Chittaro &amp; Ranon [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], the players knew the game scenario and the
procedures to follow in case of fire in advance and received pre-assigned goals to fulfil
during the game. The players indicated that the game lacked emotional intensity for
creating stress and anxiety. Only a few studies have considered children as test subjects
[
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. Children have found virtual experiences fun and intriguing in fire safety skills
training [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] and on the other hand, fire safety skills of primary school students have
significantly improved with the use of virtual reality based training [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. In the study
in question, an expert was in-situ to offer training designed to enhance the behavioural
skills of the children (N=10). The study interestingly reported some kids purposefully
walking close to the fire to examine the boundaries of the game, which is an illustrative
example of how any data-based behavioural analysis should take into the account the
game-like quality of any VR application. A literature review by Feng at al. [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] revealed
evacuation research studies conducted as serious VR games, which succeeded on their
pedagogical and behavioural objectives. Regarding those, our study reaches outcomes
in behaviour recognition and hazard awareness, which were hard to find from fire
evacuations studies evaluated in the review. Moreover, many of those studies applied
protocols to reveal the domain of study to the user, thus potentially decreasing the
possibility of recording authentic player responses and experiences. In our study VirPa, the
study protocol conceals the pedagogical objective, the shift in the goal of the game only
emerging during game play. As a result, the research setting and the player experience
in the VirPa game are both quite unique.
3
3.1
      </p>
    </sec>
    <sec id="sec-3">
      <title>Game Concept and Implementation</title>
      <sec id="sec-3-1">
        <title>Virtual Environment</title>
        <p>The created virtual environment was a three-floor office building divided into three
wings, A, B and C. Different views of the building are presented in Figures 1–3. The
height of the rooms was 3.6 meters. Non-playable characters and typical office furniture
were placed around the space1. Sounds within the space included footsteps, copying
machines, elevators, toilet flushes, ventilation noise, office music and the fire alarm
itself.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Game Play and the Narrative</title>
        <p>The goal of our game was to escape from the building once the fire alarm was triggered,
but the player was not told about the true objective goal in advance. This decision aimed
to simulate the unexpected event of a fire in real life. The communication with the test
subjects followed a highly controlled protocol. The test subjects were invited to
participate in a research project where actions and performance would be recorded for further
analysis and during which they should behave as similarly as possible to a
corresponding real life situation. The narrative was presented to the players as a job interview in a
1 The making of VirPa video can be viewed here: https://youtu.be/ZWnM_9blB5M.
building – everything else relating to the game was left to players to discover
themselves during gameplay.</p>
        <p>The game begins in the main lobby of an office building (Fig. 1-a), where Ines, a
non-playable character, provides the player with instructions like: “My name is Ines,
and I will guide you through the building until the third floor, where you will participate
in a series of tests”. Teleporting method typical for VR movement (Fig. 1-b) was used
to move between points, following Ines to the third floor for the revelation of the game’s
hidden agenda. The path to the target destination was not the most direct one, which
offered time for the players to familiarize themselves with the game environment and
mechanics. In the target office room, Ines asked the player to perform the Hanoi Towers
game (Fig. 1-c). This cognitive task was selected to catch the attention of the player
before the fire alarm would be triggered. The alarm was set to sound once the player
had done eight movements in the tower game or 20 seconds had passed since its
beginning. The sound level and the quality of the fire alarm was adjusted so that it would not
be extremely loud nor especially annoying. From this moment on, the software started
to follow and record all player actions, metrics N1–N19 in this paper. This information
was saved on an *.csv file for later analysis relating to the behaviour of each player.
The game could end in one of three ways: escaping, dying or finding shelter. The third
option was activated when taping the door shut from inside certain rooms. Once the
game ended, the subject filled in both an in-game UX questionnaire and a paper-based
questionnaire with open questions.</p>
        <p>From a game design perspective, the game was meant to be played out quickly, if
the player managed to make decisions that would have made sense in a real-world
situation. The gameplay was designed to fuel player engagement throughout the
experience. The most important factor in this was naturally the fire alarm itself, which shifted
the goal of the game entirely from a mundane task into an extraordinary situation. Other
such elements were for instance blocking the closest escape exit due to renovation work
(Fig. 1-d), filling up a stairway and corridors with smoke (Figs. 2-a, 2-b) and creating
a less than clear layout of the building itself (Fig. 2-c).</p>
        <p>
          The plan for in-engine data extraction (discussed in the following main section of
the paper) was directly linked to the game design and to the pedagogical approach that
could be called a “flipped virtual classroom”. In the approach, the content delivery of
the substance matter – in this case relating to fire safety – takes the form of an
unexpected turn in a gameplay context. In effect, the gameplay forces the players to put into
practice their previously acquired knowledge regarding fire safety. The game did not
offer direct instructions on how to react to the fire alarm. However, many visual cues
were provided for the player in different ways. There were escape exit signs and
floorplans on the walls (Figs. 2-d, 3-a). Smoke also clearly indicated where not to go (Fig
2b). The player would never face any flames, death only occurring due to smoke
inhalation. As later discussed, the game design forced the smoke flow faster than what the
FDS simulation revealed to be the case in real life. This enabled the game to be played
in just a few minutes. The software included a tracking system to verify whether the
player centred their vision on the escape signs and the floorplans, which made it
possible to analyse whether the player used that information to orientate and find an escape
route. We also controlled the moment in which players encountered smoke for the first
time. Depending on player actions, it would typically occur at three different situations:
in the stairs between 1st and 2nd floor when players aims to escape by the main entrance
(Fig 2-b), at any point of the corridors if enough time has passed while looking for an
exit (Fig 2-c), and in the initial office room if the player was slow to react and leave the
room. Figures 3-b, 3-c, 3-d present other situations occurring in the game: interaction
with an NPC, phone interaction and a view of the fire department outside the building.
The game was created in Unity and it was played with HTC Vive gear including
headphones. The game was played with only one controller, which acted as a laser pointer
to indicate the location where to move next using the teleporting spots (Fig. 1-b). The
trigger button, operated with the forefinger, was used to confirm teleporting and
interaction to open doors and move the Hanoi Towers rings. Teleporting was chosen as the
moving system in order to avoid any undesirable effects related to motion sickness [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ].
Once the player selected the next point to move, a fade-out and fade-in effect was
applied to the image in order to enable a less distressing transition from point to point.
This system was a trade-off between the naturalness of the environment and the
usability of the game for first-time players. Because there would be no further instructions
available after the fire alarm triggered, the usability aspect was of utmost importance
to ensure the fullest possible engagement from players after the goal of the game was
shifted accordingly.
3.4
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>Smoke Flow Simulation</title>
        <p>
          Smoke flow was considered a key element in the project to obtain physical realism. It
was computed with FDS, a fluid dynamics simulator developed by National Institutes
of Standards and Technology, NIST [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]. The simulator enables the calculation of the
physical behaviour of smoke and other low speed flows. The results of the simulations
were then converted into charts, which the game engine used to control the smoke in
the VR application. The results were analysed with SmokeView [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ], see Figure 4. The
results of the simulations were presented to a group of specialists from South-West
Finland fire department who confirmed their correctness. In the simulation, the fire
started on the server room located on the 1st floor. The inflammable material was cable
neoprene. This type of fire is quite exceptional, but it was chosen because of its high
production of smoke and poisonous gases. The metrics gathered from FDS were
visibility [m], temperature [C] and carbon monoxide concentration [ppm]. The flow was
modelled with a high density grid, but data points for the metrics in FDS were set
sparsely, for instance 0.4 meters below ceiling in the centre of each room and each
corridor part.
        </p>
        <p>
          In Unity, particle effects and collider object components were used to give the smoke
a nice visual appeal. However, the real case simulated in FDS revealed propagation
times of up to 30 minutes between parts of the building, which was excessive for a
game limited to a few minutes game play. Thus the laws of physics were purposefully
broken and the smoke was forced to move ten times faster in order for it to reach the
player at the predetermined locations mentioned above. The complete process is fully
described in Niinikorpi’s work [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ]. In the game, the player died when staying over 20
seconds under a CO concentration higher than 6000 ppm. The player was informed in
the game about the health risk due to the inhalation of smoke by adding red colour to
their peripheral vision, which increased or decreased according to CO’s ppm value.
Heart beat sound was also dependent on the CO concentration. However, it might be
that the values used to model the death in the game do not match those of real cases.
4
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Data Collection and Analysis</title>
      <p>A total of 169 test subjects participated in the research between Dec 2018 and Feb 2019.
The participants were divided in target groups 1-4; children were 14-year-olds, young
adults were university students, adults were office workers and firemen were fire safety
workers at industry or communal fire departments. The recruitment took place through
personal relations. Participants were not rewarded. The test conductor avoided any
mentioning or wording related to fire, safety or smoke flow to the subjects of the first
three target groups as part of the communication protocol.</p>
      <p>The important actions of the player in the game were recorded based on the
predefined metrics, N1–N19 (Table 1). Metrics were designed based on discussions with fire
safety professionals and readings from related literature, and they were saved by the
programme on *.csv files. User experience and player demographics were collected
immediately the player ended the game, but still using the VR display and controller.
Questions Q2–Q5 asked player’s subjective opinion about the effectiveness of the game
in the fire safety domain, while questions Q6–Q9 investigated experiences related to
the game play. The answers to questions Q2–Q9 were collected with a 5-point Likert
scale (Fig. 5). Question Q1 (familiarity with fire safety issues) was answered with a
6point scale: None, sufficient, satisfactory, good, very good and excellent. Age (Q10)
was asked with eight different intervals and gender (Q11) with three options.</p>
      <p>After the in-game questionnaire, the participants could still answer a post-test
questionnaire with open questions on paper. These questions aimed to extract more
information about the effectiveness of the game. The open questions were the following:
QQ1) In the game, there was a sudden turn of events brought on by the fire alarm: a)
What did you think about the change in the game? b) What positive and/or negative
aspects do you feel there was relating to the change in the game? QQ2) Did you know
in advance that there would be a fire alarm in the game? QQ3) Describe your thoughts
about the spreading of the smoke in the game. QQ4) What was good in the game? QQ5)
What was bad in the game?
5</p>
    </sec>
    <sec id="sec-5">
      <title>Results</title>
      <p>There are small differences between the four target groups (Table 1). Group children
had the slowest reaction times (N1, N3, N4) and did not make so much eye contact with
exit signs and floor plans (N9, N10). Young adult performed better, but they died more
often than other groups. It seems adult group performed the best, with good reactions
times and three quarters of players escaping or getting to a shelter. Over 85 % of all
participants were in the smoke temporally (N13) and there does not seem to be any
clear relating difference between groups. Very few participants taped the door for
shelter (N19). Of all participants who escaped, 63% did it by an escape exit door and not
the main door. Situation awareness (N1), and time spent to leave the initial room (N2
and N3), show a clear relationship with those who died or survived. Also looking at
exit signs and floor plans (N9 and N10) and avoiding smoke (N13) seem to have a
relationship with survival chances.
pants, are presented in Figure 5. Overall, over 70 and 80% agreed that the game was
effective to remember and to understand fire safety issues (Q3, Q4) and over 60%
declared that VR could be more interesting than traditional methods to learn fire safety
(Q5). Regarding enjoyment, playability, truthfulness and immersion (Q6, Q7, Q8, Q9
respectively), over 60% in all groups rated them positively. Less than a half of the
respondents felt they learned something new (Q2).
What comes to the open question QQ1-a regarding player thoughts on the shift in the
game dynamic brought on by the fire alarm, the responses could be roughly categorized
as follows: added motivation (feeling excitement, surprise, amazement or felt the turn
was realistic), non-clarity (in-game or due to real world aspects), wish to act (continuing
original task, escaping) and miscellaneous positive answers. In other words, the only
negative comments had to do with the fire alarm being not noticeable enough to
motivate a complete behavioural change in-game, or the Hanoi Towers task was too
interesting to be stopped.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Discussion</title>
      <p>From a game design perspective, it is important to keep in mind that a change in game
objective(s) is the most fundamental change that can occur while playing, as all games
are at a basic level defined by what the players are aiming to do within their context.
This means that the threshold for misunderstandings is low. In other words, extra
attention should be paid into making sure that the engagement of a player is enhanced rather
than diminished after a major shift like the one described here.</p>
      <p>An example of this was the wave file we used for the alarm signal. The sound
sounded a bit too much electronic, and some players had difficulties to make the
relationship between the audible signal and the fire situation. Some players commented
afterwards that first they thought the sound to be more related to the cognitive task they
were performing. Others thought that perhaps the origin of the sound was from outside
the game. This could have affected metrics N1, N3 and N4 and explain why subjects
did not escape faster. The players that did interpret the sound like intended, however,
found the change in the game dynamic to be a positive one. According to open question
QQ1a in the second UX questionnaire, the shift was described by many as being for
instance exciting, amazing or realistic. All of these descriptions can be seen to directly
add to the motivational aspects and thus boosting the experiential side of the game,
resulting indirectly in increased interest towards fire safety. These aspects are
immediately visible in how an active reaction to the fire alarm seems to have had a positive
impact on the possibility of survival. As the previously mentioned metrics N1, N3 and
N4 indicate, survival percentages are better because of quick action after the fire alarm
was triggered. Many participants could survive despite they entered the smoke
temporally. Only 12% of players succeeded to avoid smoke altogether. This fact would be
alarming, if not for the fact that some players did it voluntarily, or that they were forced
because the smoke was programmed to reach them if they were not fast enough to leave
the building. Serious games on fire safety need to ensure that purposefully wrong
actions are not interpreted in the analysis of the learning experience in a misleading
manner. Thus the future versions of this type of game need to check aspects like this for
example right after game play.</p>
      <p>The effect of the in-game surprise of a sudden fire alarm is that the game is
practically usable only once per player – at least for the purpose of efficient data collection
on realistic responses. The second playthrough would necessarily be a very different
experience, but maybe with a little bit more potential for teaching specific things about
the expected behaviour regarding actual fire situations. This is something that makes
the VirPa game a unique tool – it enables the primary function of looking at as authentic
behaviour as possible within a highly controlled environment. The smoke flow did not
follow the laws of physics exactly. Propagation was calculated with FDS, making the
patterns realistic, but in such a big building, the time between the fire starting in the
basement and smoke finally arriving to the third floor is about 30 minutes, which is too
long for a game of this kind. The length of the game experience was set to a maximum
of ten minutes. In other words, the speed of smoke flow was multiplied by 10. It was
justified in this case to make a temporal jump forward to force the player to react to the
fire event.</p>
      <p>As previously mentioned, there was an inconsistency in the location of smoke points
in FDS (separated sometimes by 10 meters) and the teleporting spots in VR (separated
sometimes by 3 meters). That had an effect on too radical changes in smoke
concentration between teleporting points close to each other. The impact was not typically
significant, but the issue should be fixed in all future projects. A fast analysis of gathered
subjective opinions of participants – Q8, Q9 and QQ3 from the UX and paper
questionnaires – proved that participants considered the smoke both realistic and immersive.
Another potential concern, however, were the visual elements used for the
representation of smoke in players’ eyes, both at close and across far distances. In Unity, we used
collider and particle effects to make smoke visually appealing. The follow-up project
would benefit from further research to optimize the relating input settings of our model
or others.
7</p>
    </sec>
    <sec id="sec-7">
      <title>Conclusion</title>
      <p>This paper presented a serious game applying VR technology. Our research aimed to
prove that VR is a suitable tool for communication relating to fire safety. Most of
previous works have focused in communication as a way to teach the actions that people
should perform in fire situations. In this work, by contrast, we interpreted
communication also the other way around, as the process of obtaining and analysing information
related to human reactions. The research study focused on collecting data related to
human reaction to the game, verifying our initial hypothesis related to communication
and pedagogical potential. Our results seem to also indicate that playing serious games
is potentially a sound tool for raising awareness of fire safety issues and perhaps for
enhancing the skills and knowledge of the players. Especially the hidden agenda
regarding the study protocol and the change of dynamics in-game seems to have had a
positive experiential effect. It is, however, not possible to claim based on this study, to
what degree the players will be able to utilise their VR experience in the future in the
case of a real fire situation. The complete results, for example on user experience, will
be presented in a future paper.</p>
      <p>The visual content of the VirPa game was realistic and the fire scenario provided an
enjoyable learning experience to the participants. The game could clearly communicate
to the players that they should pay more attention to fire safety issues. In this regard,
the game was a success and could raise the awareness among people about sudden cases
of fire and fire safety in general. In the future, it would be interesting to measure the
final learning experience with a follow-up study.</p>
      <p>Indeed, the paper generated various research questions for further studies.
Technology industry is intensively seeking innovative safety training solutions, which makes it
logical to develop gamified applications for complex physical learning environments
like ships’ engine rooms or production lines. More generally, the possible parallels that
can or cannot be drawn regarding behaviours in a virtual and the real-world context
require further study. Be that as it may, looking into this relationship should have a
direct impact on the modes of data gathering and its interpretations as well as basic
game design.</p>
      <p>Acknowledgments. The project was funded by Finnish Fire Protection Fund (PSR) and
Turku University of Applied Sciences. We really appreciate the support of the funding
agency, PSR, the personnel of Southwest Finland Fire Service, Mikko Helasvuo, Pyry
Vuorela, and the Turku Game Lab crew: Oskari Tamminen, Sami Laukkanen, Joshua
Kennedy, Aleksandr Osipov, Joonas Törmänen, Antti Lindsten, Joakim Rantala, Lassi
Niinikorpi, and Lasse Pouru.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Kobes</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Helsloot</surname>
            ,
            <given-names>I.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>De Vries</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Post</surname>
          </string-name>
          , G.:
          <article-title>Building Safety and Human Behaviour in Fire: A Literature Review</article-title>
          .
          <source>Fire Safety Journal</source>
          <volume>45</volume>
          ,
          <fpage>1</fpage>
          -
          <lpage>11</lpage>
          (
          <year>2010</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <surname>Bernardes</surname>
            ,
            <given-names>S.M.F.</given-names>
          </string-name>
          <string-name>
            <surname>Rebelo</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Vilar</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Noriega</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Borges</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          :
          <article-title>Methodological Approaches for Use Virtual Reality to Develop Emergency Evacuation Simulations for Training in Emergency Situations</article-title>
          .
          <source>Procedia Manufacturing</source>
          , vol.
          <volume>3</volume>
          ,
          <fpage>6313</fpage>
          -
          <lpage>6320</lpage>
          (
          <year>2015</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <surname>Haikonen</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lillsunde</surname>
            ,
            <given-names>P.M.:</given-names>
          </string-name>
          <article-title>Burden of Fire Injuries in Finland: Lost Productivity and Benefits</article-title>
          .
          <source>Journal of public health research</source>
          ,
          <volume>5</volume>
          (
          <issue>2</issue>
          ),
          <volume>705</volume>
          (
          <year>2016</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Purser</surname>
            ,
            <given-names>D.A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Bensilum</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Quantification of behaviour for engineering design standards and escape time calculations</article-title>
          .
          <source>Safety Science</source>
          ,
          <volume>38</volume>
          :
          <fpage>2</fpage>
          ,
          <fpage>157</fpage>
          -
          <lpage>82</lpage>
          (
          <year>2001</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <surname>Pires</surname>
          </string-name>
          , T. T.:
          <article-title>An Approach for Modeling Human Cognitive Behavior in Evacuation Models</article-title>
          .
          <source>Fire Safety Journal</source>
          <volume>40</volume>
          ,
          <fpage>177</fpage>
          -
          <lpage>189</lpage>
          (
          <year>2005</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <surname>Baartman</surname>
            ,
            <given-names>L.K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>De Brujin</surname>
            ,
            <given-names>E.: Integrating</given-names>
          </string-name>
          <string-name>
            <surname>Knowledge</surname>
          </string-name>
          ,
          <source>Skills and Attitudes: Conceptualising Learning Processes towards Vocational Competence Educational Research Review</source>
          ,
          <volume>6</volume>
          :
          <fpage>2</fpage>
          ,
          <fpage>125</fpage>
          −
          <lpage>134</lpage>
          (
          <year>2011</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <surname>Lai</surname>
            ,
            <given-names>J.W.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Bower</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>How is the use of technology in education evaluated? A systematic review</article-title>
          .
          <source>Computers &amp; Education</source>
          , vol.
          <volume>133</volume>
          ,
          <fpage>27</fpage>
          -
          <lpage>42</lpage>
          (
          <year>2019</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8.
          <string-name>
            <surname>Huang</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Rauch</surname>
            ,
            <given-names>U.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Liaw</surname>
            ,
            <given-names>S-S.</given-names>
          </string-name>
          :
          <article-title>Investigating learners' attitudes toward virtual reality learning environments: Based on a constructivist approach</article-title>
          .
          <source>Computers &amp; Education, 55:3</source>
          ,
          <fpage>1171</fpage>
          -
          <lpage>1182</lpage>
          (
          <year>2010</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          9.
          <string-name>
            <surname>Kinateder</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ronchi</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Nilsson</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kobes</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Muller</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Pauli</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Mühlberger</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>Virtual reality for fire evacuation research</article-title>
          .
          <source>In: Proceeding of the 2014 Federated Conference on Computer Science and Information Systems</source>
          , pp.
          <fpage>313</fpage>
          -
          <lpage>321</lpage>
          (
          <year>2014</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          10.
          <string-name>
            <surname>Arnab</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lim</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Caravalho</surname>
            ,
            <given-names>M. B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Bellotti</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Freitas</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          <string-name>
            <surname>Louchart</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          <string-name>
            <surname>Suttie</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Berta</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>De Gloria</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>Mapping learning and game mechanics for serious games analysis</article-title>
          .
          <source>British Journal of Educational Technology</source>
          ,
          <volume>46</volume>
          :
          <fpage>2</fpage>
          ,
          <fpage>391</fpage>
          -
          <lpage>411</lpage>
          (
          <year>2015</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          11.
          <string-name>
            <surname>Cha</surname>
          </string-name>
          , M.,
          <string-name>
            <surname>Han</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lee</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Choi</surname>
            ,
            <given-names>B..:</given-names>
          </string-name>
          <article-title>A virtual reality based fire training simulator integrated with fire dynamics data</article-title>
          .
          <source>Fire Safety Journal</source>
          <volume>50</volume>
          ,
          <fpage>12</fpage>
          -
          <lpage>24</lpage>
          (
          <year>2012</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          12.
          <string-name>
            <surname>Kinateder</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Gromer</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Gast</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Buld</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Müller</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Jost</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Nehfischer</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Mühlberger</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Pauli</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          :
          <article-title>The effect of dangerous goods transporters on hazard perception and evacuation behaviour - A virtual reality experiment on tunnel emergencies</article-title>
          .
          <source>Fire Safety Journal</source>
          <volume>78</volume>
          ,
          <fpage>24</fpage>
          -
          <lpage>30</lpage>
          (
          <year>2015</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          13.
          <string-name>
            <surname>Chittaro</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ranon</surname>
          </string-name>
          , R.:
          <article-title>Serious games for training occupants of a building in personal fire safety skills</article-title>
          . In: Rebolledo-Mendez,
          <string-name>
            <given-names>G.</given-names>
            ,
            <surname>Liarokapis</surname>
          </string-name>
          , F.,
          <string-name>
            <surname>de Freitas</surname>
          </string-name>
          , S. (Eds.),
          <article-title>Proceeding of the 2009 international conference on games and virtual worlds for serious applications</article-title>
          , pp.
          <fpage>76</fpage>
          -
          <lpage>83</lpage>
          . IEEE Computer Society, Coventry (
          <year>2009</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          14.
          <string-name>
            <surname>Çakiroğlua</surname>
          </string-name>
          , Ü.,
          <string-name>
            <surname>Gökoğlu</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          :
          <article-title>Development of fire safety behavioral skills via virtual reality</article-title>
          .
          <source>Computers &amp; Education</source>
          , vol.
          <volume>133</volume>
          ,
          <fpage>56</fpage>
          -
          <lpage>68</lpage>
          (
          <year>2019</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          15.
          <string-name>
            <surname>Smith</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ericson</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          :
          <article-title>Using immersive game-based virtual reality to teach fire-safety skills to children</article-title>
          .
          <source>Virtual Reality</source>
          <volume>13</volume>
          ,
          <fpage>87</fpage>
          -
          <lpage>99</lpage>
          (
          <year>2009</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          16.
          <string-name>
            <surname>Backlund</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Engstrom</surname>
            ,
            <given-names>H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hammar</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Johannesson</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lebram</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Sidh - a game based firefighter training simulation</article-title>
          ,
          <source>In: Proceeding of the 11th international information visualization conference</source>
          pp.
          <fpage>899</fpage>
          -
          <lpage>907</lpage>
          . IEEE Computer Society, Zurich (
          <year>2007</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          17.
          <string-name>
            <surname>Xu</surname>
            ,
            <given-names>Z.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lu</surname>
            ,
            <given-names>X.Z.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Guan</surname>
            ,
            <given-names>H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chen</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ren</surname>
            ,
            <given-names>A.Z.:</given-names>
          </string-name>
          <article-title>A virtual reality based fire training simulator with smoke hazard assessment capacity</article-title>
          .
          <source>Advances in Engineering Software</source>
          <volume>68</volume>
          ,
          <fpage>1</fpage>
          -
          <lpage>8</lpage>
          (
          <year>2014</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          18.
          <string-name>
            <surname>Rüppel</surname>
            ,
            <given-names>U.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Schatz</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          :
          <article-title>Designing a BIM-based serious game for fire safety evacuation simulations</article-title>
          .
          <source>Advanced Engineering Informatics</source>
          <volume>25</volume>
          :
          <fpage>4</fpage>
          ,
          <fpage>600</fpage>
          -
          <lpage>611</lpage>
          (
          <year>2011</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          19.
          <string-name>
            <surname>Feng</surname>
            ,
            <given-names>Z.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>González</surname>
            ,
            <given-names>V.A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Amor</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lovreglio</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Cabrera-Guerrero</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          :
          <article-title>Immersive virtual reality serious games for evacuation training and research: A systematic literature review</article-title>
          .
          <source>Computers &amp; Education</source>
          , vol.
          <volume>127</volume>
          ,
          <fpage>252</fpage>
          -
          <lpage>266</lpage>
          (
          <year>2018</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          20.
          <string-name>
            <surname>Kim</surname>
            ,
            <given-names>H. K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Park</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Choi</surname>
            ,
            <given-names>Y.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Choe</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Virtual reality sickness questionnaire (VRSQ): Motion sickness measurement index in a virtual reality environment</article-title>
          .
          <source>Applied ergonomics 69</source>
          ,
          <fpage>66</fpage>
          -
          <lpage>73</lpage>
          (
          <year>2018</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          21.
          <string-name>
            <surname>Forney</surname>
            ,
            <given-names>G.P.</given-names>
          </string-name>
          :
          <article-title>Using Visualization To Better Understand Fire Dynamics</article-title>
          .
          <source>NIST Interagency/Internal Report (NISTIR)-7431</source>
          . (
          <year>2017</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          22.
          <string-name>
            <surname>Niinikorpi</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          <article-title>Simulating smoke in a virtual reality application - Case VirPa</article-title>
          .
          <source>Bachelor's thesis</source>
          , Turku University of Applied Sciences,
          <year>2018</year>
          /38 (
          <year>2018</year>
          )
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>