title: Assessing Knowledge Retention of an Immersive Serious Game vs. a Traditional Education Method in Aviation Safety.
abstract: Thanks to the increasing availability of consumer head-mounted displays, educational applications of immersive VR could now reach to the general public, especially if they include gaming elements (immersive serious games). Safety education of citizens could be a particularly promising domain for immersive serious games, because people tend not to pay attention to and benefit from current safety materials. In this paper, we propose an HMD-based immersive game for educating passengers about aviation safety that allows players to experience a serious aircraft emergency with the goal of surviving it. We compare the proposed approach to a traditional aviation safety education method (the safety card) used by airlines. Unlike most studies of VR for safety knowledge acquisition, we do not focus only on assessing learning immediately after the experience but we extend our attention to knowledge retention over a longer time span. This is a fundamental requirement, because people need to retain safety procedures in order to apply them when faced with danger. A knowledge test administered before, immediately after and one week after the experimental condition showed that the immersive serious game was superior to the safety card. Moreover, subjective as well as physiological measurements employed in the study showed that the immersive serious game was more engaging and fear-arousing than the safety card, a factor that can contribute to explain the obtained superior retention, as we discuss in the paper.
authors.forename: Luca
authors.initials: L
authors.lastname: Chittaro
authors.forename: Fabio
authors.initials: F
authors.lastname: Buttussi
mesh_terms: D000060:Accidents, Aviation / Q000517:prevention & control; D001359:Aviation / Q000193:education* / Q000592:standards*; D003196:Computer Graphics; D006801:Humans; D014584:User-Computer Interface; D018910:Video Games