TY - GEN
T1 - A serious game for training verbal resilience to doorstep scams
AU - van der Lubbe, Laura M.
AU - Gerritsen, Charlotte
AU - Formolo, Daniel
AU - Otte, Marco
AU - Bosse, Tibor
PY - 2019
Y1 - 2019
N2 - People are frequently confronted with scams; swindlers trying to gain your trust to get hold of your personal information, money or belongings. Elderly people are especially vulnerable to these tricks, that typically occur at the front door, street or on the phone. We have developed a virtual training environment to teach people how to handle these situations and learn them to increase their verbal resilience. The training is implemented as a tablet application and consists of six scenarios that are likely to occur in daily life. Participants are placed in a dialogue with a virtual character and may interact by choosing an answer from a fixed multiple-choice menu or by speaking the answer aloud. A speech recognition module is able to detect the level of assertiveness and provides immediate feedback to the user’s performance. In this paper, we present the implementation of the virtual training application. To evaluate the prototype a focus group was organized, consisting of potential end users. The outcomes were mainly positive and the provided feedback will be incorporated into the final version.
AB - People are frequently confronted with scams; swindlers trying to gain your trust to get hold of your personal information, money or belongings. Elderly people are especially vulnerable to these tricks, that typically occur at the front door, street or on the phone. We have developed a virtual training environment to teach people how to handle these situations and learn them to increase their verbal resilience. The training is implemented as a tablet application and consists of six scenarios that are likely to occur in daily life. Participants are placed in a dialogue with a virtual character and may interact by choosing an answer from a fixed multiple-choice menu or by speaking the answer aloud. A speech recognition module is able to detect the level of assertiveness and provides immediate feedback to the user’s performance. In this paper, we present the implementation of the virtual training application. To evaluate the prototype a focus group was organized, consisting of potential end users. The outcomes were mainly positive and the provided feedback will be incorporated into the final version.
KW - Learning
KW - Serious gaming
KW - User study
UR - http://www.scopus.com/inward/record.url?scp=85061383024&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85061383024&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-11548-7_11
DO - 10.1007/978-3-030-11548-7_11
M3 - Conference contribution
AN - SCOPUS:85061383024
SN - 9783030115470
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 110
EP - 120
BT - Games and Learning Alliance
A2 - Söbke, Heinrich
A2 - Gentile, Manuel
A2 - Allegra, Mario
PB - Springer - Verlag
T2 - 7th International Conference on Games and Learning Alliance, GALA 2018
Y2 - 5 December 2018 through 7 December 2018
ER -