The Psychonomics Seminar Series 2008
Next MONDAY, at 3pm in room 302, we have the great pleasure to announce that the one and only Susannah Whitney will present a talk titled "A Controlled Study using a Serious Game for Training Infantry Teams" Please note the different day!
Dr Whitney gained her PhD here at UQ in our very own beloved school of Psychology. She is now gainfully employed as a Cognitive Scientist in the Land Operations Division, Defence Science and Technology Organisation.
Computer games are increasingly being used by armed forces around the world to complement conventional training methods. This is because many computer games can be customised to provide military personnel with unique training experiences that are too costly or hazardous to conduct in the field. While such games are being used for serious applications there have been few empirical studies evaluating the extent to which these games provide measurable training benefits to military personnel in the environment where it matters most in the field. This case study presents the methodology and results of a controlled study conducted by researchers from the Australian Defence Science and Technology Organisation which examined the use of a computer game to train infantry team skills.
The aim of the study was to determine if game-based training conducted with the computer game Virtual Battle Space 2 (VBS2) would provide a measurable transfer of training benefit to a representative sample of infantry personnel. VBS2 is a first person shooter simulation that is currently used by the Australian Defence Force and other armed forces for experimentation and training. It is highly customisable and allows users to create scenarios for specific purposes. VBS2 allows users to conduct networked missions and is suited for low-level tactical land force activities.
Twenty-two military personnel from the Australian Army took part in