Games With Training Purpose for Hazard Situations in the Industry - Systematic Mapping of the Literature
ResumoContext: The amount of work injuries is a world concern, both for human and financial loss. Organizations could have avoided most accidents if they decreased human failure by using more effective training methods. Several studies point to games as information systems (IS) capable of doing training for hazard situations more engaging and efficient, being an attractive innovation for the industry. Problem: Nevertheless, understanding, designing, and implementing these games are challenging because they must combine training characteristics and games ludicid without passing wrong information to the workers. Solution: In this paper, we explored studies that could support understanding how games with training purposes have been used for training dangerous situations in the industry. Method: We described and performed a Systematic Mapping of Literature (SML) for that. Summary Results: In the search step, we found 153 studies, but after the evaluation criteria, we considered only 15 relevant to this research. The results pointed to a concentration of games to immerse workers in the job environment, using elements such as narratives, puzzles, rewards, and feedback. The cost of implementation, highlighted by managers as essential for adopting games for risk training, was not approached in any study. Contributions to IS: Therefore, this study contributes to the IS field by identifying features of designing games as IS for training risk situations in the industry. In addition, these immersive environments could save lives and decrease spending on industrial accidents.
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