A blueprint for using commercial games off the shelf in defence training, education and research simulations
Sammanfattning: There are two types of simulations, those made for business and those made for pleasure. The underlying technology is usually the same, the difference being how and for what purpose the simulation is used. Often the two purposes can be combined. Nowhere is this more obvious than in the mutual benefit that exists between the military community and the entertainment business. These mutual benefits have only in recent years begun to be seriously explored.The objective of this work is to explore how to modify and use commercial video games off the shelf, in defence training, education and research. The work focuses on the process of how and what to consider when modifying commercial off the shelf games for military needs.The outlined blueprint is based on studies performed with combatants from the Swedish Army. To facilitate the development of the blueprint, a great number of commercial games used by military communities around the world are evaluated. These evaluations, in harmony with literature in the area, are used to develop a basic theoretical framework. The basic theoretical framework characterizes the approach and style throughout the work.From a general point of view, there are two overall findings; first there is an urgent need for more intuitive, pedagogical and powerful tools for preparation, management and evaluation of game-based simulation, especially since the real learning often takes place during the modification process rather the during the playing session. Second, there is a defective understanding of the differences between and purposes of a defence simulation and a game. Defence simulations focus on actions and events, while video games focus on human reactions to actions and events.
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