Advertisement

Introduction: Serious Games for Law Enforcement Agencies

  • Babak Akhgar
  • Andrea RedheadEmail author
  • Steffi Davey
  • Jonathan Saunders
Chapter
Part of the Security Informatics and Law Enforcement book series (SILE)

Abstract

This chapter is an introduction to the field of serious games, with emphasis on law enforcement agencies. It outlines their use focusing on four concrete application cases: crime scene investigations, investigative interviews, communication skills and terrorism training. It further outlines the general benefits of serious games compared to traditional training methods.

Keywords

Serious games Law enforcement Virtual reality Crime scene investigations Terrorism training Professional training 

References

  1. Akhgar, B. (2007). Knowledge management architecture from concept to code (2nd ed.). Cham, Switzerland: NEGAH Publication.Google Scholar
  2. Binsubaih, A., Maddock, S., & Romano, D. (2006). A serious game for traffic accident investigators. Interactive Technology and Smart Education, 329–346.  https://doi.org/10.1108/17415650680000071
  3. Binsubaih, A., Maddock, S., & Romano, D. (2009). Serious games for the police: Opportunities and challenges. Dubai, UAE: Dubai Police Academy Research & Studies Center.Google Scholar
  4. Bitan, M., Nahari, G., Nisin, Z., Roth, A., & Kraus, S. (2016). Psychologically based virtual-suspect for interrogative interview training. Los Angeles: Springer, Cham.CrossRefGoogle Scholar
  5. Bruzzone, A., Tremori, A., & Massei, M. (2009). Serious games for training and education on defense against terrorism. Italy: Defense Technical Information Center.Google Scholar
  6. College of Policing. (2016). Investigative Interviewing. Retrieved 4 April 2018, from www.app.college.police.uk
  7. Dias, J., Aylett, R., Paiva, A., & Reis, H. (2013). The great deceivers: Virtual agents and believable lies. CogSci 2013 Proceedings, pp. 2189–2194.Google Scholar
  8. Djaouti, D., Alvarez, J., Jessel, J. P., & Rampnoux, O. (2011). Origins of serious games. In Serious games and edutainment applications (pp. 25–43). London: Springer.CrossRefGoogle Scholar
  9. Drakou, M., & Lanitis, A. (2016). On the development and evaluation of a serious game for forensic examination training. Lemesos, Cyprus: 2016 18th Mediterranean Electrotechnical Conference (MELECON).  https://doi.org/10.1109/MELCON.2016.7495415
  10. Haferkamp, N., Kraemer, N. C., Linehan, C., & Schembri, M. (2011). Training disaster communication by means of serious games in virtual environments. Entertainment Computing, 2(2), 81–88.CrossRefGoogle Scholar
  11. Linehan, C., Lawson, S., & Doughty, M. (2009). Tabletop Prototyping of Serious Games for ‘Soft Skills’ Training. Coventry, UK: 2009 Conference in games and virtual worlds for serious applications.  https://doi.org/10.1109/VS-GAMES.2009.9
  12. Sormani, R., Soldatos, J., Vassilaras, S., Kioumourtzis, G., Leventakis, G., Giordani, I., et al. (2016). A serious game empowering the prediction of potential terrorist actions. Journal of Policing, Intelligence and Counter Terrorism, 11(1), 30.CrossRefGoogle Scholar

Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  • Babak Akhgar
    • 1
  • Andrea Redhead
    • 1
    Email author
  • Steffi Davey
    • 1
  • Jonathan Saunders
    • 1
  1. 1.CENTRIC, Sheffield Hallam UniversitySheffieldUK

Personalised recommendations