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2011
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(2011) : Etiquette In Distributed Game-Based Training: Communication, Trust, Cohesion In: Hayes, Caroline C.; Miller, Christopher Allan (Hg.): Human-computer etiquette: Cultural expectations and the design implications they place on computers and technology: Boca Raton, Fla.: CRC Press, S. 181-204
Abstract: In this chapter we will explore the use of etiquette in training systems derived from commercial video games. e system that will be used as an example is a training and debrie¤ng tool that allows distributed participants to train together in a virtual game environment, and to conduct After Action Review (AAR) sessions in that same environment. In AAR sessions, participants discuss the events that unfolded during training, and how to improve performance in the future. However, we will ¤rst present a concise history of humancomputer etiquette, followed by a description of the unique etiquette requirements that game systems demand. We will then describe how game systems can be used for team training in complex tasks, and the etiquette requirements that must drive that application. An important consideration we address along the way is the analogy between human-computer and human-human etiquette.
Keywords: Analogy btwn human-computer and human-human etiquette, Computers, doppelter Treffer, Etikette, Game-based, Human-Computer Etiquette, Informations- & Kommunikationstechnik, Interaktionspartner, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Realtechnik, Situationsbedingter Kontext, Soziale Angemessenheit, Spiel, Technik
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