Digital Games for Training of Risk Situations in Industry - Rapid Review
Abstract
In the whole world, accidents at work cause huge losses. Due to that, it is essential for companies that execute riskiness activities to seek innovations to train workers. In this research, we aimed to identify how digital games with a purpose could support training in dangerous situations in the industry. Therefore, we performed a Rapid Review-based study, identifying 326 primary studies. Still, only 14 of them were relevant to the context of this research. As a result, we observed evidence that digital games can be innovative, efficient, and engaging tools to train workers in risk situations. Although, it is not clear enough in studies how much cost replaces traditional training methods for these games.
Keywords:
Rapid Review, Digital Games, Games With Purpose, Training, Risk, Industry
References
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Rosendo, M., Buriol, T., de Geus, K., Scheer, S., e Felsky, C. (2011). Towards the development of a 3d serious game for training in power network maintenance. In 2011 Third International Conference on Games and Virtual Worlds for Serious Applications, pages 16–23. IEEE.
Trindade, D., Dam, P., Raposo, A., e Santos, I. (2014). Simtjs: A model for developing serious games for training simtjs: Uma arquitetura para o desenvolvimento de jogos sérios para treinamento. In Symposium on Virtual and Augmented Reality, pages 131– 134.
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Wohlin, C., Runeson, P., Höst, M., Ohlsson, M. C., Regnell, B., e Wesslén, A. (2012). Experimentation in software engineering. Springer Science & Business Media.
Basili, V. R. e Rombach, H. D. (1988). The tame project: Towards improvement-oriented software environments. IEEE Transactions on software engineering, 14(6):758–773.
Brasil, I. S., Neto, F. M. M., Chagas, J. F. S., Monteiro, R., Souza, D. F. L., Bonates, M. F., e Dantas, A. (2011). An intelligent and persistent browser-based game for oil drilling operators training. In International Conference on Serious Games and Applications for Health, pages 1–9.
Bruzzone, A. G., Massei, M., Solis, A. O., Poggi, S., Bartolucci, C., e Capponi, L. D. (2013). Serious games as enablers for training and education on operations on ships and off-shore platforms. In Proceedings of the 2013 summer computer simulation conference, pages 1–8.
Cairo Junior, J. (2002). O acidente do trabalho e a responsabilidade civil do empregador. Master’s thesis, Universidade Federal de Pernambuco.
Cartaxo, B., Pinto, G., e Soares, S. (2018). The role of rapid reviews in supporting decision-making in software engineering practice. In Proceedings of the 22nd International Conference on Evaluation and Assessment in Software Engineering 2018, pages 24–34.
Chittaro, L. e Ranon, R. (2009). Serious games for training occupants of a building in personal fire safety skills. In 2009 Conference in Games and Virtual Worlds for Serious Applications, pages 76–83. IEEE.
Classe, T. M., De Araujo, R. M., Xexéo, G. B., e Siqueira, S. (2019). The play your process method for business process-based digital game design. International Journal of Serious Games, 6(1):27–48.
Facchini, L. A., Weiderpass, E., e Tomasi, E. (1991). Modelo operário e percepção de riscos ocupacionais e ambientais: o uso exemplar de estudo descritivo. Revista de Saúde Pública, 25:394–400.
Gallerati, P., Bagnato, S., Casciaro, D., Conte, A., e Maisano, M. (2017). Use of serious gaming and virtual reality applications improves students’ learning retention and reduces safety risks and costs associated with training activities. In Offshore mediterranean conference and exhibition. IBGE (2022a). Ibge-contas nacionais. ibge, 2021, [link], Junho de 2022.
IBGE (2022b). Ibge-produto interno bruto. ibge, 2022, https://www.ibge.gov.br/explica/pib.php, Julho de 2022.
Kwegyir-Afful, E. e Kantola, J. (2020). Simulation-based safety training for plant maintenance in virtual reality. In International Conference on Applied Human Factors and Ergonomics, pages 167–173. Springer.
Lacerda, É. R. M. e Abbad, G. (2003). Impacto do treinamento no trabalho: investigando variáveis motivacionais e organizacionais como suas preditoras. Revista de Administração contemporânea, 7:77–96.
Lamotte, O., Galland, S., Koukam, A., Gaud, N., Shakshuki, E., et al. (2019). Modeling process of a third dimension universe for transportation simulation: Application to railway system. IEEE Intelligent Transportation Systems Magazine, 11(4):137–156.
Lanzotti, A., Vanacore, A., Tarallo, A., Nathan-Roberts, D., Coccorese, D., Minopoli, V., Carbone, F., d’Angelo, R., Grasso, C., Di Gironimo, G., et al. (2020). Interactive tools for safety 4.0: Virtual ergonomics and serious games in real working contexts. Ergonomics, 63(3):324–333.
Li, K., Hall, M., Bermell-Garcia, P., Alcock, J., Tiwari, A., e González-Franco, M. (2017). Measuring the learning effectiveness of serious gaming for training of complex manufacturing tasks. Simulation & Gaming, 48(6):770–790.
Lovreglio, R., Duan, X., Rahouti, A., Phipps, R., e Nilsson, D. (2021). Comparing the effectiveness of fire extinguisher virtual reality and video training. Virtual Reality, 25(1):133–145.
Lu, S., Wang, F., Li, X., e Shen, Q. (2022). Development and validation of a confined space rescue training prototype based on an immersive virtual reality serious game. Advanced Engineering Informatics, 51:101520.
Mayer, I., Wolff, A., e Wenzler, I. (2013). Learning efficacy of the ‘hazard recognition’serious game. In International Conference on Serious Games Development and Applications, pages 118–129. Springer.
Ministério do Trabalho e Previdência (2022). Norma regulamentadora no. 4 (nr-4), http://www.guiatrabalhista.com.br/legislacao/nr/nr4.htm, Julho de 2022.
Mondragón Bernal, I. F., Lozano-Ramírez, N. E., Puerto Cortés, J. M., Valdivia, S., Muñoz, R., Aragón, J., García, R., e Hernández, G. (2022). An immersive virtual reality training game for power substations evaluated in terms of usability and engagement. Applied Sciences, 12(2):711.
Motta, R., de Oliveira, K., e Travassos, G. (2021). Technical report: Rapid reviews on engineering of internet of things software systems. arXiv preprint arXiv:2101.05869.
ONU (2022). Onu-acidentes de trabalho e mortes acidentais crescem no brasil em 2021. onu news, 2022, https://news.un.org/pt/story/2022/04/1787092#, Junho de 2022.
Rosendo, M., Buriol, T., de Geus, K., Scheer, S., e Felsky, C. (2011). Towards the development of a 3d serious game for training in power network maintenance. In 2011 Third International Conference on Games and Virtual Worlds for Serious Applications, pages 16–23. IEEE.
Trindade, D., Dam, P., Raposo, A., e Santos, I. (2014). Simtjs: A model for developing serious games for training simtjs: Uma arquitetura para o desenvolvimento de jogos sérios para treinamento. In Symposium on Virtual and Augmented Reality, pages 131– 134.
Venturi, D., Konell, A. E., e Giovanela, A. (2021). Treinamento: importância e benefícios da disponibilização de treinamento nas organizações. REVISTA CIENTÍFICA FAMAP, 1(01).
Wohlin, C., Runeson, P., Höst, M., Ohlsson, M. C., Regnell, B., e Wesslén, A. (2012). Experimentation in software engineering. Springer Science & Business Media.
Published
2022-10-24
How to Cite
RUFINO JÚNIOR, Roberto; CLASSE, Tadeu Moreira de; SANTOS, Rodrigo Pereira dos.
Digital Games for Training of Risk Situations in Industry - Rapid Review. In: INDUSTRY TRACK – FULL PAPERS - BRAZILIAN SYMPOSIUM ON COMPUTER GAMES AND DIGITAL ENTERTAINMENT (SBGAMES), 21. , 2022, Natal/RN.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2022
.
p. 1157-1166.
DOI: https://doi.org/10.5753/sbgames_estendido.2022.225970.
