In deze rede wil ik ingaan op de paradox van serious games. Over het spel en de knikkers. Het lijkt tegenstrijdig dat je met een spel naast plezier ook serieuze verandering of kennisoverdracht wilt bewerkstelligen. De paradox gaat echter nog een stap verder, want voor wie is het spel eigenlijk en van wie zijn dan de knikkers. In ons vakgebied is de partij die het spel ontwikkelt veelal een andere dan de partij die het spel speelt en zelfs binnen de partij van potentiële spelers wordt er gewezen naar medespelers: “het zou toch zo goed zijn voor de buurman"
Objectives: Aiming to reduce distributed denial-of-service (DDoS) attacks by alerting the consciences of Internet users, this paper evaluates the effectiveness of four warning banners displayed as online ads (deterrent—control, social, informative, and reorienting) and the contents of their two linked landing pages. Methods: We implement a 4 x 2 quasi-experimental design on a self-selected sample of Internet users to measure the engagement generated by the ads and the pages. Engagement is measured on the ads as the ratio of clicks to impressions, and on the pages as percentage of page scrolled, average session duration, video interaction rate, and URLs click rate. Results: Social ads generate significantly more engagement than the rest with low to medium effect sizes. Data reveal no differences in engagement between both landing page designs. Conclusions: Social messages may be a better alternative for engaging with potential cyber offenders than the traditional deterrent messages. Correspondence: Netherlands Institute for the Study of Crime and Law Enforcement (NSCR), De Boelelaan 1077, 1081 HV, Amsterdam, The Netherlands. Email: AMoneva@nscr.n This is a post-peer-review, pre-copyedit version of an article published in Journal of Experimental Criminology. The final authenticated version is available online at: https://link.springer.com/article/10.1007/s11292-022-09504-2
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The authors present the study design and main findings of a quasi-experimental evaluation of the learning efficacy of the Serious Game (SG) 'Hazard Recognition' (HR). The SG-HR is a playable, two-level demonstration version for training supervisors who work at oil and gas drilling sites. The game has been developed with a view to developing a full-blown, game-based training environment for operational safety in the oil and gas industry. One of the many barriers to upscaling and implementing a game for training is the questioned learning efficacy of the game. The authors therefore conducted a study into the game's learning efficacy and the factors that contribute to it. The authors used a Framework for Comparative Evaluation (FCE) of SG, and combined it with the Kowalski model for Hazard Detection and the Noel Burch competence model. Four experimental game sessions were held, two involving 60 professionals working in the oil and gas industry, and two with engineering students and consultants. Relevant constructs were operationalized and data were gathered using pre and post-game questionnaires. The authors conclude that the SG-HR improves players' skills and knowledge on hazard detection and assessment, and it facilitates significant learning efficacy in this topic. The FCE proved very helpful for setting up the evaluation and selecting the constructs.