Advertisement

Experience from Indoor Fire Search and Rescue Game Design for Technology Testing

  • Jaziar Radianti
Conference paper
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 795)

Abstract

No matter how good the fire evacuation plan for a building is, there is a risk of immovable victims being left behind due to smoke obscuration, inhalation of poisonous gasses, or other reasons. Firefighters usually perform the search and rescue for casualties in responding to fire hazards, besides the firefighting. Among of the challenges in the search and rescue operation is how to locate victims, and to keep monitoring the fire development so that it will not accidentally harm the fire personnel. This paper presents a game designed to test a smartphone app’s feature that supports concurrent tracking of indoor victims and fire spread. 22 volunteers were assigned roles either as rescuers or victims. The game was organized in collaboration with the fire service personnel as observers together with the building security officers. The evaluation results are presented from both observers’ and players’ perspectives.

Keywords

Indoor fire App testing Search and rescue Serious games 

References

  1. 1.
    Lazreg, M.B., Radianti, J., Granmo, O.-C.: SmartRescue: architecture for fire crisis assessment and prediction. In: ISCRAM, Kristiansand, Norway (2015)Google Scholar
  2. 2.
    Lazreg, M.B., Radianti, J., Granmo, O.-C.: A Bayesian network model for fire assessment and prediction. In: International Workshop on Machine Learning, Optimization and Big Data. Springer (2015)Google Scholar
  3. 3.
    Radianti, J., Lazreg, M.B., Granmo, O.-C.: Fire simulation-based adaptation of SmartRescue app for serious game: design, setup and user experience. Eng. Appl. Artif. Intell. 46, 312–325 (2015)CrossRefGoogle Scholar
  4. 4.
    Meesters, K.: Towards using serious games for realistic evaluation of disaster management IT tools. In: Actes de la 2ème Journée AIM de recherche Serious Games et innovation (SG 2014). CEUR-WS, Paris (2014)Google Scholar
  5. 5.
    Metello, M.G., Casanova, M.A., de Carvalho, M.T.M.: Using serious game techniques to simulate emergency situations. In: GeoInfo (2008)Google Scholar
  6. 6.
    Linehan, C., et al.: Thereʼs no ʻIʼ in ʻemergency management team’: designing and evaluating a serious game for training emergency managers in group decision making skills. In: Proceedings of the 39th Conference of the Society for the Advancement of Games and Simulations in Education and Training. Innovation North-Leeds Metropolitan University (2009)Google Scholar
  7. 7.
    Seaborn, K., Fels, D.I.: Gamification in theory and action: a survey. Int. J. Hum.Comput. Stud. 74, 14–31 (2015)CrossRefGoogle Scholar
  8. 8.
    Djaouti, D., et al.: Origins of serious games. In: Serious Games and Edutainment Applications, pp. 25–43. Springer (2011)CrossRefGoogle Scholar
  9. 9.
    Abt, C.C.: Serious Games. University Press of America, Lanham (1987)Google Scholar
  10. 10.
    Susi, T., Johannesson, M., Backlund, P.: Serious games: an overview. Institutionen för kommunikation och information (2007)Google Scholar
  11. 11.
    Djaouti, D., Alvarez, J., Jessel, J.-P.: Classifying serious games: the G/P/S model. In: Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches, pp. 118–136. IGI Global (2011)Google Scholar
  12. 12.
    Yusoff, A., et al.: A conceptual framework for serious games. In: 2009 Ninth IEEE International Conference on Advanced Learning Technologies (2009)Google Scholar
  13. 13.
    Ratan, R., Ritterfeld, U.: Classifying serious games. In: Serious Games: Mechanisms and Effects, pp. 10–24 (2009)Google Scholar
  14. 14.
    Connolly, T.M., et al.: A systematic literature review of empirical evidence on computer games and serious games. Comput. Educ. 59(2), 661–686 (2012)CrossRefGoogle Scholar
  15. 15.
    Marczewski, A.: Game thinking. Even ninja monkeys like to play: gamification, game thinking and motivational design, p. 15 (2015)Google Scholar
  16. 16.
    Kirriemuir, J., Mcfarlane, A.: Literature Review in Games and Learning. A NESTA Futurelab Research report - report 8 (2004)Google Scholar
  17. 17.
    Werbach, K.: (Re)defining gamification: a process approach, in persuasive technology. In: Spagnolli, A., Chittaro, L., Gamberini, L. (eds.), p. 266–272. Springer International Publishing (2014)CrossRefGoogle Scholar
  18. 18.
    Hamari, J., Koivisto, J., Sarsa, H.: Does gamification work? – a literature review of empirical studies on gamification. In: 2014 47th Hawaii International Conference on System Sciences (HICSS) (2014)Google Scholar
  19. 19.
    Di Loreto, I., Mora, S., Divitini, M.: Collaborative serious games for crisis management: an overview. In: 2012 IEEE 21st International Workshop on Enabling Technologies: Infrastructure for Collaborative Enterprises (WETICE) (2012)Google Scholar
  20. 20.
    Tsai, M.-H., et al.: Game-based education for disaster prevention. AI Soc. 30(4), 1–13 (2014)Google Scholar
  21. 21.
    Amory, A., et al.: The use of computer games as an educational tool: identification of appropriate game types and game elements. Br. J. Educ. Technol. 30(4), 311–321 (1999)CrossRefGoogle Scholar
  22. 22.
    Deterding, S., et al.: From game design elements to gamefulness: defining “gamification”. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15. ACM, Tampere (2011)Google Scholar
  23. 23.
    Amory, A.: Game object model version II: a theoretical framework for educational game development. Educ. Technol. Res. Dev. 55(1), 51–77 (2007)CrossRefGoogle Scholar
  24. 24.
    Arnab, S., et al.: Mapping learning and game mechanics for serious games analysis. Br. J. Educ. Technol. 46(2), 391–411 (2015)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing AG, part of Springer Nature 2019

Authors and Affiliations

  1. 1.Centre for Integrated Emergency Management, Department of ICTUniversity of AgderKristiansandNorway

Personalised recommendations