Mobile gaming for military : Two case studies
conference paper
Mobile games have the interest of the Royal Netherlands Army (RNLA), as they provide unique opportunities to educate and train the military. Particularly the ubiquity and accessibility of mobile devices and the availability of location data distinguish mobile games from regular (serious) digital games. In order to explore the potential of mobile serious gaming for the military, TNO Defence Research and the RNLA performed two case studies: the Casual Tactical Decision Game (CTDG) and BrainRun. In CTDG we tried to exploit the strengths of casual games: games that are playable with little effort and that have great usability, but nevertheless provide a meaningful experience. We tailored this concept to the needs of the RNLA by designing a game that focuses on learning situational analysis and decision making skills through small, tactical scenarios. BrainRun uses a location-based gaming concept to integrate physical training and both basic military skills and knowledge. Both cases have been evaluated by means of user pilots in order to determine the perceived effectiveness and motivation by the target audience. The findings suggest that mobile serious games can provide a valuable means of education in both informal learning and traditional teaching environments.
Topics
TNO Identifier
782900
ISBN
978-1-911218-56-2
Publisher
Academic Conferences and Publishing International Limited
Source title
11th European Conference on Games Based Learning, ECGBL 2017, Graz, Austria, 5-6 October 2017
Editor(s)
Pivec, M.
Gründler, J.
Gründler, J.
Pages
464-471
Files
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