atw - International Journal for Nuclear Power | 2.2024
Internationale Entwicklungen und Trends
Internationale Entwicklungen und Trends
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Operation and New Build<br />
35<br />
(according to the category/time frame explained<br />
earlier) so they were also not included in the analysis.<br />
In the end, 96 papers were analyzed. Their content is<br />
summarized in the charts below.<br />
Figure 5 shows that there were a lot of papers focused<br />
on <strong>Nuclear</strong> VR training without any game aspect to it.<br />
Also, it shows how prevalent papers were regarding<br />
Health and Safety and Academic training.<br />
Fig. 7.<br />
“Five immersive technology categories with the number of papers in each<br />
category indicated in the pie chart and the percentage in the legend<br />
(a total of 44 papers were included in SLR).” (Fracaro et al 2022) [25]<br />
Fig. 5.<br />
The breakdown of 96 papers comparing papers that were focused<br />
on serious games, and those that were focused on VR training.<br />
In Figure 6, we examined the specific combination of<br />
Serious Games and VR. Here we see that the number of<br />
papers focused on VR training with Serious Games is<br />
much lower in total – 45 out of 96 but very noticeably<br />
the <strong>Nuclear</strong> VR Training with Serious Games is much<br />
lower – just 2 papers compared to 28 <strong>for</strong> VR alone.<br />
5.3. Virtual Reality Literature Review<br />
Given that a review of VR Literature was done by the<br />
author and others in 2023 [27] , it seems not very helpful<br />
to repeat a full review of VR Literature in general.<br />
Rather, the detailed review will focus more specifically<br />
on papers that involve both Serious Games and VR<br />
research. This is more critical <strong>for</strong> this review and<br />
topical to the goals of this paper.<br />
However, it is useful to repeat the summary of takeaways<br />
from the previous paper [27] . These are summarized<br />
in Table 4.<br />
5.4. Virtual Reality and Serious Games Literature<br />
Review<br />
When the existing literature was examined <strong>for</strong> both<br />
Serious Games and VR research, only 31 papers were<br />
found to have both characteristics. These were broadly<br />
categorized into the following areas:<br />
Academic (1)<br />
Oil/Chemical Industry (1)<br />
First Responder (6)<br />
Health/Safety (21)<br />
<strong>Nuclear</strong> (2)<br />
Fig. 6.<br />
The breakdown of the papers that were just about the<br />
use of Serious Games in academics, and those that used<br />
Serious Games in Academic and Industrial training.<br />
Interestingly, one other literature review paper did a<br />
similar analysis, also showing that the prevalence of<br />
VR combined with Serious Games was very small in<br />
comparison to other training methods as shown in<br />
Figure 7. [25]<br />
As recently as October 2023 a conference on Serious<br />
Games [26] has no mention in the proceedings of any<br />
nuclear focused VR Serious Games so even as recently<br />
as this, there seems to be no focus on this particular<br />
area.<br />
These papers will be examined in more detail below.<br />
5.4.1. Academic<br />
While there are many papers covering VR or Serious<br />
Games <strong>for</strong> Academic purposes, surprisingly only one<br />
appeared that was involved in both. In “Game-like<br />
Environments <strong>for</strong> <strong>Nuclear</strong> Engineering Education<br />
Using GECK” the study interestingly “explores a new<br />
game engine called Garden of Eden Creation Kit (GECK)<br />
to enhance teaching and content retention of some<br />
concepts in nuclear reactor engineering” [28] . While this<br />
can’t fit into the real <strong>Nuclear</strong> VR/Serious Game category<br />
because its “trainees” were high school students and<br />
college-age students, it does show promise <strong>for</strong> being<br />
able to identify that this age group has “enormous<br />
Vol. 69 (2024)