The Serious Games Showcase & Challenge (SGS&C) celebrates the use of games and game technology as a delivery medium for instructional material. The Challenge welcomes industry, government, and student developers of Serious Games that target general audience or government specific learning needs.
After a rigorous evaluation, the top entries from all received are selected as finalists and invited to showcase their games on the exhibit floor during I/ITSEC. A second round of evaluations from worldwide industry experts determines the award winners for the following categories:
- Best General Audience Game
- Best Government Audience Game
- Best Student Developed Game
- Best Serious Game Innovation
- Best XR Game
- Students’ Choice
Awards are presented at I/ITSEC to recognize this prestigious accomplishment PLUS an additional award is selected by all I/ITSEC attendees via ballots for the "People's Choice Award" – the serious game attendees deem the Best of Show.
HERE ARE THIS YEAR'S GOVERNMENT AUDIENCE FINALISTS:
Mage Duel by Tutorworks Inc.
Subject: Language Learning
Mage Duel exists to support military linguists and anyone else seeking to master communicative competency in a new language.
Military linguists in the Defense Language Institute Foreign Language Center (DLIFLC) train in an intensive environment and are expected to learn and master hundreds of new words and phrases daily. As language analysts, they struggle for years to achieve the right balance of speed and accuracy in their translation work. Mage Duel solves this critical problem and provides USAF and DoD linguists with a cradle to grave solution for vocabulary acquisition and translation competency to complement their formal language study.
Mage Duel is a Serious Game aided by bleeding edge technologies, including the use of a natural language processing approach or NLP grounded in sound language acquisition pedagogy. Players must use their revolving word magic to navigate complex challenges, duel with mages and win quests. Mage Duel builds both receptive and productive language knowledge by developing phonological, semantic, and context discrimination skills.
The game features timed language production activities that build language fluency, accuracy, and complexity, while rewarding the learner for semantic similarity rather than exact formal language equivalence. Mage Duel currently includes one multilingual semantic similarity engine and is built for expansion. This state-of-the-art, deep neural network-based model powers the language production activity. This means that the players in-game language inputs are evaluated based on meaning, which mirrors the way humans naturally acquire language skills.
Extend the Shield by TiER1 Performance
Subject: Ship Communications
Extend the Shield provides trainees with an opportunity to establish a network of assets (i.e., ships, aircraft) that includes sensors, communication capabilities, and weapons. The trainee places these assets in varying configurations, while considering the benefits and weaknesses.
As an example scenario, an airborne early warning and control (AEW&C) system is well equipped with sensors, enabling a long line of sight to enemy ships and aircraft. The AEW&C also provides a communications relay but does not possess firing capabilities. In contrast, a naval warship carries many weapons, but has a low line-of-sight visibility. Fighter jets have limited sensor capabilities, limited weapons, and communications abilities. Given a set of assets with these particular strengths and weaknesses, trainees are asked to position the equipment in a configuration that maximizes benefits while minimizing weaknesses.
When users work with the Extend the Shield training, they are guided through a set of missions that gradually increase in difficulty. The first missions just focus on moving and firing capabilities. Once the trainee has developed some fluency in this interaction, the missions become more complex. Sensors are added in for line of sight. Then communications capabilities are included. Finally, different types of assets are added to the missions.
Advanced Haptics Burn Care Escharotomy by Engineering & Computer Simulations, Inc. (ECS)
Subject: Escharotomy surgical procedure
Get hands-on with medical training that you can actually feel to save a patient from losing life and limb with an emergency surgery.
This game places the learner in the setting of a combat support hospital, presented with a patient with a full circumferential burn on their leg who has been prepared for an escharotomy, which is a surgical procedure that is done to relieve pressure in the torso or a limb that is caused by an eschar, a thickening of the skin that develops due to a burn and can cause significant swelling.
The learner can complete the scenario either in single player or as a shared experience with a remote instructor using a tele-teaching model. At the start of the scenario, the learner can watch an example of a real-life escharotomy being performed on a video interface in the scene. The player is able to check off each task to complete the procedure to save the patient’s leg. Throughout the scenario, the system assesses the completion of each step, and provides the learner with a summary of their results at the end.
Army Fuel Digital Training Environments by Potawatomi Training, Army U, CASCOM
Subject: Petroleum Specialist 92F10 MOS
The Army Fuel Digital Training Environment provides a simulation for soldiers to assemble, operate and maintain fueling Systems.
The goal of the Serious Game is to provide real world scenarios that will help reinforce familiarity with army fueling systems through scaling difficulty game modes.
Procurify by Office of the Deputy Assistant Secretary of the Army – Procurement
Subject: Government Procurement Process
The Government procurement process of acquiring goods and services is vital; however, it is not an exciting subject to teach and train. Developed by the Army Game Studio, Procurify, an innovative, interactive procurement game, utilizes game-based training technology allowing U.S. Army Contracting professionals to learn the procurement process without the risk of making mistakes on a real contract. The goal of the training application is to supplement current training programs, providing contracting professionals valuable experience in a safe learning environment. The proponent for the application is the Office of the Deputy Assistant Secretary of the Army for Procurement.
Procurify introduces gamified interactive learning as an alternative to traditional lecture style training. During the 30-minute Procurify training module, Contract Specialists, are given simulated scenarios and situations based on real-life events and asked how to respond. This style of learning forces a deeper knowledge of the materials as Contract Specialists apply contracting knowledge to the simulated scenarios learning the procurement process.
Virtual Reality Simulated Delirium Environment (VRSDE) by Department of Veterans Affairs, Veterans Health Administration, Institute for Learning, Education and Development
Subject: Delirium Characteristics
The Virtual Reality Simulated Delirium Environment (VRSDE) iOS application provides a training product to physicians and Allied Health professionals who provide elder care and emergency care for Veterans experiencing delirium. The firsthand virtual (visual, audial, and haptic) delirium experience will engender empathy in healthcare professionals and provide experiential learning in the treatment of delirium. Learners will be able to recognize the symptoms of delirium from a patient point of view, the type of limitations associated with a symptom of delirium, evaluate a person for delirium, classify the type of delirium symptom a person exhibits as hypoactive, hyperactive, or mixed, and conclude with managing the behavior of a person suffering from delirium using non-pharmacological interventions.
vTC3 by Real Response
Subject: Tactical Combat Casualty Care
vTC3 teaches army medics about decision making when providing casualty care during combat. The Serious Game uses VR on a standalone headset to immerse learners in a combat casualty care experience, where they must provide care under fire, tactical field care, and tactical evacuation care. Advanced biometrics track the users stress throughout gameplay, allowing customized experiences for each learner depending on stress levels, as well as advanced analytics at the end of the game which aligns stress levels with the decisions made.