Journal Articles
Permanent URI for this collectionhttps://mro.massey.ac.nz/handle/10179/7915
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Item An explorative analysis of gameplay data based on a serious game of climate adaptation in Aotearoa New Zealand(Elsevier B.V., 2025-08-27) Yang W; Harrison S; Blackett P; Allison ASerious games play a crucial role in educating and engaging the public on environmental management issues, such as climate change. These games also generate valuable data that can be used in understanding players' climate change decisions. However, there is a notable gap in the literature on serious game analytics to address the significance of scrutinising the usefulness of utilising gameplay data to explore player behaviours. This paper explores this gap through descriptive and quantitative analysis of gameplay data from ‘The Township Flooding Challenge’ in Aotearoa New Zealand to obtain data insights and data gaps in understanding players' behaviours and decisions on climate change adaptation. The findings suggest that gameplay data can offer insights into players' decisions on climate change adaptations amid uncertainty, but also highlights data gaps such as unclear definitions and incomplete data. Leveraging gameplay data can aid in data collection, decision-making modelling, and improving serious game design.Item Video see-through augmented reality fire safety training: A comparison with virtual reality and video training(Elsevier B.V., 2024-12-10) Domgue K LI; Paes D; Feng Z; Mander S; Datoussaid S; Descamps T; Rahouti A; Lovreglio RSafety training is crucial to mitigate the risk of damage when a disaster occurs and can play a vital role in enhancing community response. Augmented Reality (AR) is an emerging technology for safety training that holds great pedagogical potential. This study aims to explore the effectiveness of AR training in terms of knowledge acquisition and retention, as well as self-efficacy enhancement. We developed a new video see-through AR training tool on a tablet to teach users about operating a fire extinguisher to put out a fire following the PASS procedure: Pull, Aim, Squeeze, and Sweep (PASS). The AR training tool was tested with 60 participants. Test results were systematically compared with findings from the literature investigating Virtual Reality (VR) and video-based safety training. The findings indicate that, directly after the training, AR outperformed traditional video training in terms of knowledge retention, long-term self-efficacy, and quality of instructions. However, the AR experience was not as effective as the VR experience in all these areas, but the AR group had a smaller decrease in knowledge over time. These findings suggest that the AR-based training approach offers benefits in long-term memory recall.Item A non-immersive virtual reality serious game application for flood safety training(Elsevier B.V., 2023-08-12) D'Amico A; Bernardini G; Lovreglio R; Quagliarini EVarious methodologies and technologies have been developed and tested to train communities for natural hazards and investigate human behaviour. The combination of Virtual Reality (VR) and Serious Games (SG) represents a promising solution to expose communities to different hazardous scenarios in a totally safe way and without exposing the testers to any real risks. Previous studies tested VR SG for several different natural hazards and safety training scenarios, but only a few applications have been proposed within the context of flood safety training. Furthermore, comprehensive prototyping works aimed at evaluating VR SG applications in terms of knowledge acquisition, self-efficacy and user experience, are still needed. This work proposes a novel non-immersive VR SG in the context of users' safety in the event of flooding in the urban built environment, pursuing the users' safety training. The proposed application is based on several modules, which can be combined to form different storylines and training objectives. The VR SG capabilities are demonstrated here by firstly considering one significant storyline. Results show a significant increase in self-efficacy and safety knowledge after the VR experience, thus suggesting the possibility to exploit it for increasing users’ awareness and preparedness. Furthermore, results also demonstrate the existence of similarities between real-world behaviours and VR choices by the tested individuals, thus suggesting how an application of this kind could also be used to support the development and validation of flood evacuation simulators.
