2008
DOI: 10.1177/1046878107311455
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Games for traffic education: An experimental study of a game-based driving simulator

Abstract: In this article, the authors report on the construction and evaluation of a game-based driving simulator using a real car as a joystick. The simulator is constructed from off-the-shelf hardware and the simulation runs on open-source software. The feasibility of the simulator as a learning tool has been experimentally evaluated. Results are reported from an experimental study of games and traffic safety performed in an advanced gaming environment. During car simulator sessions, the authors collected data about … Show more

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Cited by 45 publications
(43 citation statements)
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“…(yes or no), and (f) "I have good steering skills (for example in cycling or computer games)" (on a 10-point scale from 1 = completely disagree to 10 = completely agree). Earlier research suggested that these items are predictive of lane-keeping performance in a simulator (Backlund, Engström, Johannesson, & Lebram, 2010;De Winter et al, 2006. Of the 60 participants, 13 were female, 23 had started taking driving lessons on the road, 6 had driven in a simulator before, and 31 reported playing video games for more than 1 hr per week.…”
Section: Methods Participantsmentioning
confidence: 98%
“…(yes or no), and (f) "I have good steering skills (for example in cycling or computer games)" (on a 10-point scale from 1 = completely disagree to 10 = completely agree). Earlier research suggested that these items are predictive of lane-keeping performance in a simulator (Backlund, Engström, Johannesson, & Lebram, 2010;De Winter et al, 2006. Of the 60 participants, 13 were female, 23 had started taking driving lessons on the road, 6 had driven in a simulator before, and 31 reported playing video games for more than 1 hr per week.…”
Section: Methods Participantsmentioning
confidence: 98%
“…Whilst other examples of electronic games devised around the concept of road safety have been explored in various forms [13,14], Code of Everand sought to be unique through its adoption of a massively multiplayer online (MMO) approach. Gamebased learning was selected as an appropriate vehicle under the hypothesis that a game-based approach would demonstrate particular attraction to groups with higher risk levels, as identified in the previous section.…”
Section: The Code Of Everandmentioning
confidence: 99%
“…However, it is believed that games can be used to teach almost any subject or skill (Debul, 2006). With this objective, the serious games initiative has taken its path to contribute to and achieve some other defined purpose beyond pure entertainment in a more authentic way (Mitchell & Smith, 2004;Brennecke, 2009;Backlund et al, 2010). Today serious games are used in a number of areas, e.g.…”
Section: A Serious Games and Simulation-based Trainingmentioning
confidence: 99%