Assessing barriers in information sharing via serious games: A case study of DIMB

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Abstract

The rapid advancement of information and communication technologies have made ever-increasing amounts of information available. Individuals and organizations are gradually familiar with and accustomed to living in an era with
overloaded information. The adoption of a wide range of ICT tools and services has indeed reduced the technical barriers for people to access relevant information. Despite the decreased technical limitation, the information exchange between actors involved within the same network is more often confronted with organizational attributes which are often subjective and
intangible, such as institutional willingness, group capabilities or cognitive capacity to ingest and share information. What makes this type of research difficult is to collect quality and in-depth data on information sharing activities. Serious games have been widely adopted as an approach in analyzing and designing complex systems with an explicit touch on the social context of the research domain. The immersive environment created by the games is not only for the participants but also serves as a great source for data collection. In this paper, the authors present a case study on using an augmented reality game, Disaster in My Backyard (DIMB), to explore and examine the institutional barriers in information sharing. It presents the experiment of playing this game with professionals in crisis response. In this paper we discuss the implications of how
the design of numerous game elements creates the communication environment and help to facilitate the identification and assessment of barriers in information sharing. With the insights obtained from the case study, the effectiveness of gamebased learning in the context of information sharing is also well reflected and discussed in this paper.
Original languageEnglish
Title of host publicationProceedings of the 14th European Conference on Game-Based Learning (ECGBL 2020)
Place of PublicationBrighton
Pages664-673
Publication statusPublished - 2020

Fingerprint Dive into the research topics of 'Assessing barriers in information sharing via serious games: A case study of DIMB'. Together they form a unique fingerprint.

Cite this