Game Attributes
- Games such as Harry’s Hard Choices (HHC) cover several hazardous conditions and consequences
- Storyline enriched by additional, compounding subplots
- A catalyst of the game is its novel trap framework, which provides randomized, event-driven triggers
- The trap framework allows for a dynamic story structure that can be based on difficulty setting and re-assembled in different configurations (e.g. random frequency and location) each time the game is loaded
Pre-Planning Strategy
- Training curriculum specifically in emergency preparedness is limited in the mining and other high-risk industries
- HHC and other games cover several hazardous conditions and consequences, so you can use them as an alternative to lecture or video based topic specific training (i.e. hazard recognition)
Implementation
- HHC and other games cannot cover every foreseeable hazard or vulnerability
- Trainers can deliberately develop curriculum to address the gaps that the games do not cover
- A training program which is not purely lecture-based. A trainer can use a blended delivery format and use gaming as part of their overall training package