From Gaming to Training: A Review of Studies on Fidelity, Immersion, Presence, and Buy-in and Their Effects on Transfer in PC-Based Simulations and Games

Publication Type  Conference Paper
Year of Publication  2005
Authors  Alexander, A. L.; Brunyé, T.; Sidman, J.; Weil, S. A.
Conference Name  The Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC)
Conference Start Date  11/2005
Publisher  NTSA
Conference Location  Orlando, Florida
Key Words  Fidelity; Immersion; Presence; Buy-in; Transfer
Abstract  

Computer-based alternatives to live training have become more common in recent years. These alternatives are simulators, computer-based training systems, and video games. Simulators are systems that emulate visual stimuli and physical controls from the operational environment (Bonk & Dennen, 2005), common examples being flight and driving simulators. Computer-based training systems, sometimes referred to as “lightweight simulations,” are web or PC-based systems designed to provide individual instruction on specific mission skills. These systems represent the physical and behavioral characteristics of military systems with very high fidelity. These differ slightly from video games, which are also web- or PC-based systems. Video games are most often played using a
handheld device or controller, and are designed primarily for entertainment purposes under current usage standards. However, the applications underlying video games may be identical to those used in lightweight simulations.


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