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Games for training

Published:01 July 2007Publication History
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Abstract

DARPA simulations teach habits of thought so soldiers respond on the first day of combat as if they had been there a week. More often than not, it's don't shoot, talk instead.

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References

  1. Chatham, R. Training Superiority. The 2005 DARPATECH Symposium (Anaheim, CA, Aug. 2005); www.darpa.mil/darpatech2005/presentations/dso/chatham.pdf.Google ScholarGoogle Scholar
  2. Defense Science Board. Training Superiority, Training Surprise 2001, and Training for Future Conflicts 2003. Reports, Washington, D.C.; www.acq.osd.mil/dsb/reports.htm.Google ScholarGoogle Scholar
  3. Roberts, B., Diller, D., and Schmitt, D. Factors affecting the adoption of a training game. In Proceedings of the 2006 Interservice/Industry Training, Simulation, and Education Conference (Orlando, FL, Dec.). National Training and Simulation Association, Arlington, VA, 2006.Google ScholarGoogle Scholar
  4. Widerhold, B. and Widerhold, M. Physiological Monitoring During Simulation Training and Testing, Final Report. Virtual Reality Medical Center, contract DAAH01-03-C-R-301, July 29, 2005; www.vrphobia.com.Google ScholarGoogle Scholar

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  1. Games for training

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              • Published in

                cover image Communications of the ACM
                Communications of the ACM  Volume 50, Issue 7
                Creating a science of games
                July 2007
                120 pages
                ISSN:0001-0782
                EISSN:1557-7317
                DOI:10.1145/1272516
                Issue’s Table of Contents

                Copyright © 2007 ACM

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                Association for Computing Machinery

                New York, NY, United States

                Publication History

                • Published: 1 July 2007

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