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atw - International Journal for Nuclear Power | 2.2024

Internationale Entwicklungen und Trends

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38<br />

<br />

Operation and New Build<br />

Fig. 8.<br />

A graph showing that as players age, their dexterity <strong>for</strong> games that<br />

require skill and reaction time reduces compared to the younger cohort.<br />

players master the initial levels created by the<br />

designer.<br />

Work by Birk et al, [16] demonstrates a strong preference<br />

<strong>for</strong> game type (e.g. puzzle vs adventure) with age. Their<br />

work can be characterized by the graph shown in<br />

Figure 8. Their work included results from different<br />

game types-achiever, mastermind, and seeker <strong>for</strong> low<br />

per<strong>for</strong>mance and conqueror, daredevil, and survivor<br />

<strong>for</strong> high per<strong>for</strong>mance. Their work was recharacterized<br />

in Fig. 8 as per<strong>for</strong>mance roughly correlates to skill<br />

level.<br />

The graph shown then would indicate that games may<br />

need to be less per<strong>for</strong>mance-oriented to be tailored<br />

to the older demographic. This, of course, risks less<br />

engagement by the younger demographic. Short of<br />

creating two different games, or using Generate AI,<br />

some trade-offs will have to be made in game design to<br />

reach the full demographic.<br />

Given the success of the Health and Safety fields in<br />

leveraging Serious Games/VR, their examples could<br />

be used as a model <strong>for</strong> improving the update and<br />

success in the nuclear field. There are a diverse set of<br />

use cases that all could be applied to nuclear industry<br />

applications.<br />

It has also been promising to find evidence of the costeffectiveness<br />

<strong>for</strong> the Serious Game/VR approach. While<br />

this is probably just as true <strong>for</strong> the VR alone approach,<br />

it does indicate that adding the Serious Game side does<br />

not likely increase costs.<br />

Some interesting results also indicate that data collection<br />

can be much more effective using this approach.<br />

This was a potential benefit that was not mentioned as<br />

one of the potential benefits of the approach.<br />

7. Conclusions<br />

The following are the major findings of this literature<br />

review.<br />

⁃ The literature review rein<strong>for</strong>ces that large opportunities<br />

exist <strong>for</strong> study in the area of Serious Games<br />

combined with VR Training.<br />

⁃ The lack of papers and research in this area, as<br />

compared to VR Training on its own, shows that the<br />

need exists and should be explored. Specifically,<br />

there are very few papers to be found in the area of<br />

<strong>Nuclear</strong> Training.<br />

⁃ Serious Games can be effectively designed and<br />

analyzed using the Learning Mechanics-Game<br />

Mechanics model, resulting in more effective<br />

Serious Games.<br />

⁃ We can conclude that the Serious Game/VR<br />

approach is effective across a wide range of industries<br />

and age groups. It can also provide us with<br />

insights by providing data that might be very hard<br />

to collect using other approaches.<br />

⁃ There is an indication that this is a cost-effective<br />

approach based on the low cost of headsets and the<br />

relatively low accuracy required of a game versus a<br />

Digital Twin.<br />

⁃ There is no global standard <strong>for</strong> VR radiation protection/detection/shielding<br />

training in industry<br />

⁃ Industry focuses on training as opposed to education,<br />

and Serious Games can be effective <strong>for</strong><br />

training<br />

The final conclusion is that further research in this area<br />

will be valuable and can contribute to the greater use<br />

and acceptance of Serious Games combined with VR<br />

training within the <strong>Nuclear</strong> Industry as well as providing<br />

more impacting tools in this area.<br />

References<br />

[1] LaValle, S. M. (2017). Virtual reality. Cambridge:<br />

Cambridge University Press.<br />

[2] Jason Peterson. Virtual Reality, Augmented Reality, and Mixed Reality<br />

Definitions. EMA, version, 1, Jul 2017<br />

[3] The nuclear power industry’s ageing work<strong>for</strong>ce: Transfer knowledge<br />

to the next generation in IAEA-TECDOC-1399, June 2004<br />

[4] Rodič, Blaž. “Industry 4.0 and the New Simulation Modelling Paradigm.”<br />

Organizacija 50, no. 3 (July 31, 2017): 193–207. https://doi.org/10.1515/<br />

orga-2017-0017.<br />

[5] Schimanke, Florian, Robert Mertens, and Oliver Vornberger. “Spaced<br />

Repetition Learning Games on Mobile Devices: Foundations and<br />

Perspectives.” Edited by Dr Markus Ketterl, Dr Christopher Brooks, and<br />

Mr Florian Schimanke. Interactive Technology and Smart Education 11,<br />

no. 3 (January 1, 2014): 201–22. https://doi.org/10.1108/ITSE-07-2014-0017.<br />

[6] Cagiltay, Nergiz Ercil, Erol Ozcelik, and Nese Sahin Ozcelik. “The Effect<br />

of Competition on Learning in Games.” Computers & Education 87<br />

(September 1, 2015): 35–41. https://doi.org/10.1016/j.compedu.2015.04.001.<br />

[7] Michaud, Laurent, and Julian Alvarez. Serious Games : Advergaming,<br />

Edugaming, Training... iDate Consulting and Research, 2008.<br />

[8] Lameras, Petros, Sylvester Arnab, Ian Dunwell, Craig Stewart, Samantha<br />

Clarke, and Panagiotis Petridis. “Essential Features of Serious Games Design<br />

in Higher Education: Linking Learning Attributes to Game Mechanics.”<br />

British <strong>Journal</strong> of Educational Technology 48, no. 4 (2017): 972–94.<br />

https://doi.org/10.1111/bjet.12467.<br />

[9] Bedwell, Wendy L., Davin Pavlas, Kyle Heyne, Elizabeth H. Lazzara, and<br />

Eduardo Salas. “Toward a Taxonomy Linking Game Attributes to Learning:<br />

An Empirical Study.” Simulation & Gaming 43, no. 6 (December 2012):<br />

729–60. https://doi.org/10.1177/1046878112439444.<br />

Ausgabe 2 › März

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