As the world in the 21st century has become more dynamic and unpredictable, the need for adaptive behavior in the military is of increasing importance. A serious game (SG) seems to be a suitable intervention for improving adaptability to prepare the military to deal with unpredictability. The purpose of this study is to explore the game design for enhancing adaptability of the military in an ill-structured complex decisionmaking context. We introduce rule changes in the game to stimulate learners' sensitivity to detect the applied changes and to develop an appropriate strategy. The procedure of our SG intervention design and development is described within the framework of the Cognitive Flexibility Theory and that of Reversal Learning. The Job Oriented Training approach as well as rule change is embedded in the game structure. This paper summarizes the results of a pilot (n=12) with the game. The participants' score, time spent to complete the game and adaptive performance score are described. Survey data shows players' detection of rule change, their experience on difficulty, engagement, motivation, and concentration level of this game play. Finally, we discuss issues and future direction of this study.
The training of tactical decision making increasingly occurs through serious computer games. A challenging aspect of designing such games is the modelling of human emotions. Two studies were performed to investigate the relation between fidelity and human emotion recognition in virtual human characters. Study 1 compared five versions of a virtual character that expressed emotions through different combinations of posture, facial expression, and tone of voice. Results showed that emotion recognition was best when all three behavioural cues were present; posture + face and posture + tone of voice were joint second best. In study 2, these three versions were supplemented with contextual information. Cross-variant comparisons yielded marginal differences in emotion recognition and no differences in tactical decision making. Together, these findings suggest that the combination of posture with either facial expression or tone of voice is sufficient to ensure recognition of human emotions in tactical decision-making games. IntroductionTactical decision making denotes the ability to choose which actions or solutions should best be taken to accomplish a goal or task. The decisions that emanate from this process can literally be of vital importance to professionals such as police officers, fire fighters, security guards and military commanders who operate under dangerous or threatening conditions. The development of tactical decision-making skills increasingly occurs through serious games that, due to advanced computer technology, enable commanders-in-training to make tactical decisions in situations that are impossible in the real world for reasons of safety, cost and time (Kiili, 2007;Knerr, 2006).
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