ABSTRACT

This chapter discusses some issues related to using serious games and virtual worlds for military training. It describes general characteristics of games and virtual worlds, and includes underlying technologies such as games engines, networks, and user interface devices, as well as ongoing research in these areas. The chapter identifies implementation issues based on factors such as whether the training will be individual or collective and whether delivered over a Local Area Network (LAN) or a Wide Area Network (WAN). It provides examples of serious games being used for training. Virtual worlds have the potential to support military training, allowing large numbers of simultaneous users to interact in a large virtual space. Virtual worlds are persistent, with the game servers maintaining the state of the world over time. The chapter provides brief case studies of games that have been used to support military training.