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atw - International Journal for Nuclear Power | 2.2024

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Operation and New Build<br />

37<br />

a key part of VR training benefits is practicing in a safe<br />

environment <strong>for</strong> handling undetectable hazards. This<br />

paper describes its work as “The general aim of this<br />

work was to provide electric utilities a suitable work<strong>for</strong>ce<br />

training system to train and to certify operators<br />

working in complex and unsafe environments.” Their<br />

finding was that “The system has demonstrated to be a<br />

cost-effective tool <strong>for</strong> transferring skills and knowledge<br />

to new workers while reducing the time and money<br />

invested in their training.” [34]<br />

In the direct Health field, papers find that “the use of<br />

augmented reality and virtual reality games has promising<br />

potential, especially <strong>for</strong> safety training and<br />

rehabilitation” [35]<br />

In more industrial settings such as mechanical<br />

assembly operations and industrial plants, authors<br />

discuss such things as “delivering learning content in<br />

the <strong>for</strong>m of short educational games by using a common<br />

technological plat<strong>for</strong>m based on virtual, interactive<br />

and immersive reality.” [36] Additionally, they find “the<br />

players can improve their own management abilities<br />

through repetitive random sessions” [37]<br />

5.4.5. <strong>Nuclear</strong> Sector<br />

Lastly, we examine the only two papers in which<br />

the <strong>Nuclear</strong> Industry used Serious Games with VR<br />

approaches to training. The authors of one paper,<br />

describe the difficulties in training in a NPP environment<br />

“Factors such as radiation levels as well as the<br />

likelihood of hindering ongoing operations make it<br />

difficult to carry out training at actual sites. Traditional<br />

methods of repeating a task over and over again also<br />

cannot be realistically employed in many operating<br />

facilities” [38] They take an interesting approach to providing<br />

the VR Serious Game environment: “The model<br />

is a fairly realistic representation of the TRIGA facility<br />

developed using Unreal Engine III. Unreal Engine III is<br />

part of a commercial PC game, Unreal Tournament III,<br />

which was released in 2007 by Epic Games.”<br />

The other paper, published in 2009, describes the<br />

approach where “first responders can “play” and,<br />

hence, experience and emulate the operational and<br />

emergency scenarios of a plant through these specifically<br />

developed interactive and 3-D graphical models<br />

of nuclear facilities.” While its date would indicate that<br />

the accuracy of the plant is a far cry from what can be<br />

achieved today, and not specifically calling out Serious<br />

Games, the focus at least matches our goals of exploring<br />

the use of games.<br />

5.5. Summary of Findings<br />

Table 5 summarizes the key findings highlighted by<br />

this study.<br />

6. Discussion<br />

The review has shown that the separate studies of<br />

Serious Games and Virtual Reality go far back in history<br />

– to the 1960s <strong>for</strong> both Serious Games and <strong>for</strong> VR<br />

training. Large leaps <strong>for</strong>ward in technology in the<br />

post-2000 era have exponentially improved the<br />

technology <strong>for</strong> producing realistic VR environments.<br />

Great improvements in the analysis and design have<br />

occurred using the Learning Mechanics/Game Mechanics<br />

model <strong>for</strong> Serious Games. Combining these two<br />

have shown significant success in the Health and<br />

Safety, and First Responder fields but less so in the Oil/<br />

Chemical and <strong>Nuclear</strong> fields.<br />

It has been shown that success using Serious Games/<br />

VR is possible <strong>for</strong> a wide age group while rein<strong>for</strong>cing<br />

that a younger work<strong>for</strong>ce will naturally be more<br />

adept. [39][40] This is a somewhat surprising but welcome<br />

finding. It was also found that older players (40+) have<br />

different goals in playing video games than younger<br />

players. Thus, game designers must try to engage all<br />

demographics in their games. Generate AI may be a<br />

powerful tool <strong>for</strong> customizing gameplay tailored to the<br />

demographics of the player. Generate AI may also be<br />

a powerful tool <strong>for</strong> generating new levels of games, as<br />

Topic<br />

Academic<br />

Oil/Chemical Industry<br />

First Responder<br />

Health/Safety<br />

<strong>Nuclear</strong><br />

Finding<br />

⁃ Great uptake amongst younger employees<br />

⁃ Professionals were more accepting of the technology compared to students.<br />

⁃ Highly engaging and promote greater cognitive learning.<br />

⁃ VR training is effective regardless of age or experience<br />

⁃ Can collect in<strong>for</strong>mation previously unavailable, or very hard or impossible to collect.<br />

⁃ Training can be provided <strong>for</strong> environments where invisible hazards exist.<br />

⁃ Cost-effective<br />

⁃ Repetitive sessions improve abilities<br />

⁃ Repetitive sessions are more easily accomplished.<br />

⁃ Leveraging the experience of the gaming industry can help greatly<br />

Tab. 5.<br />

Summary of Findings<br />

Vol. 69 (2024)

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