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Beyond Simulations: 
Serious Games for Training 
Interpersonal Skills in 
Law Enforcement 
Jeroen Linssen | PhD candidate 
Human Media Interaction 
University of Twente 
Thomas de Groot Merijn Bruijnes, Mariët Theune
• Discuss connections between (social) simulations and 
games 
• Convince you that games can add something to 
simulations 
Social interaction model 
Goal 
Beyond the 
model: games 
LOITER 
Implementations 
& implications 
2/19
Social interaction model Serious games LOITER Implementations 
• Gaining social insight 
• Improving awareness of causality 
in interactions 
• Domain: law enforcement 
• Peacefully resolving conflicts 
Social awareness 
3/19
Social interaction model Serious games LOITER Implementations 
• Analysed behaviour (corpus) 
• Semantic frame 
• Which factors play an important 
role? 
• From practice to theory 
Modelling social interactions 
4/19
Social interaction model Serious games LOITER Implementations 
• Stance: the interpersonal circumplex 
(Leary, 1957) 
• Face (Goffman, 1955) 
• Need for autonomy 
• Need for approval 
Dominance 
• Rapport: feeling ‘in sync’ with someone (Tickle-Degnen & Rosenthal, 
1992) 
• From theory to practice: abstract model 
Factors in social interactions 
Affection 
Aggressive Leading 
Introverted Following 
5/19
Social interaction model Serious games LOITER Implementations 
• Simulating interactions 
• Serious game: 
“A game that has a goal other than entertainment” 
• Simulations vs. games? 
Beyond the model 
6/19
Social interaction model Serious games LOITER Implementations 
• Simulations 
• Abstractions 
• Models meant to replicate reality 
• Games 
• Abstractions 
• Models meant to replicate… some world? 
• Playful/fun/entertaining? 
(Duke & Geurts, 2004) 
Simulations and games 
7/19
Social interaction model Serious games LOITER Implementations 
• Board game 
by T-Xchange 
• Police vs. 
juveniles 
• Police trainees 
act as juveniles 
• Evokes 
discussion 
Example: ‘Samen Hangend’ 
(Sequacious) 
8/19
Social interaction model Serious games LOITER Implementations 
• Feedback and reflection highly important! 
• Simulations 
• Experiential learning 
• Discussion afterwards 
• Serious games 
• Lemniscate Model 
(Koops & Hoevenaar, 2012) 
Game Learning 
Towards learning 
9/19
Social interaction model Serious games LOITER Implementations 
• Interaction with virtual agents 
• Let agents use theories on social interaction 
LOITER: Interaction with 
virtual characters 
10/19
Social interaction model Serious games LOITER Implementations 
• A player plays a character 
• In-character vs. out-of-character 
Character Actor 
I am a typical 
teenager 
Whatever, 
just leave 
me alone! 
Players and characters 
11/19
Social interaction model Serious games LOITER Implementations 
• (Nordic) live action role play 
• Meta-technique: communicating 
out-of-character information 
• Examples: inner monologue, 
flashback/forwards 
Meta-techniques 
12/19
Social interaction model Serious games LOITER Implementations 
• Complexity levels of interaction/learning goals 
• Between interactions, feedback through discussion 
between character and player 
• Lemniscate model: play and reflect 
Meta-technique: 
‘Act break’ 
13/19
Social interaction model Serious games LOITER Implementations 
• Provide insight into characters’ minds 
• Inspiration: thought bubbles 
from comics, games 
• Less intrusive to story flow, 
still play/reflect cycle 
Meta-technique: 
‘Inner monologue’ 
14/19
Social interaction model Serious games LOITER Implementations 
2D Multi-modal 
Interfaces 
15/19
Social interaction model Serious games LOITER Implementations 
2D 
• More abstract 
• More playful 
• More difficult to translate 
in-game knowledge to 
real-world knowledge? 
Multi-modal 
• Closer to real life 
• Less playful? 
• Easier to translate 
knowledge? 
• Different expectations 
• Character behaviour 
• World properties 
Effects of representations 
16/19
Social interaction model Serious games LOITER Implementations 
• ‘Golden demo’ 
• Other techniques 
• Online adaptation 
• Storytelling techniques 
(flashbacks, focalization) 
• Evaluation: which factors contribute to learning? 
Future work 
17/19
Take Home Message 
Games can be used to let people learn about 
social interactions in ways different from what 
simulations offer. 
18/19
Thanks Thanks for 
listening! 
listening! 
Let’s Let’s discuss... 
mail j.m.linssen@utwente.nl 
blog jmlin.eu/phd 
Social Simulation and Serious Games ss4sg.eu 
commit-nl.nl 
And they learned happily ever after... 
19/19
• Bruijnes, M., Linssen, J.M., op den Akker, H.J.A., Theune, M., 
Wapperom, S., Broekema, C., & Heylen, D.K.J. (2014). Social 
Behaviour in Police Interviews: Relating Data to Theories, in Poggi, 
I., Vincze, L., & Vinciarelli, A. (eds.) Conflict and Negotiation: 
Social Research and Machine Intelligence, Springer, Berlin. 
• Linssen, J.M., Theune, M., & de Groot, T.F. (2013). What Is at Play? 
Meta-techniques in Serious Games and Their Effects on Social 
Believability and Learning. In Proceedings of the Social Believability 
in Games Workshop. 
• van Oostendorp, H., van der Spek, E.D., & Linssen, J.M. (2014). 
Adapting the Complexity Level of a Serious Game to the Proficiency 
of Players. EAI Endorsed Transactions on Serious Games, 14(2). 
Publications 
20/19
• Belarbi, S., Bergström, K., Ebbehøj, S. L., Hansen, E. E., Fatland, E., Giæver, O. 
P., … Westlund, A. (2010). Nordic larp. (J. Stenros & M. Montola, Eds.). 
• Duke, R. D., & Geurts, J. (2004). Policy games for strategic management. 
Rozenberg Publishers. 
• Graesser, A.C., Olde, B., and Klettke, B. (2002). How does the mind construct 
and represent stories? In M.C. Green, J.J. Strange & T.C. Brock (Eds.), Narrative 
Impact: Social and Cognitive Foundations (231-263). Mahwah NJ: Lawrence 
Erlbaum Associates. 
• Koops, M., & Hoevenaar, M. (2012). Conceptual Change During a Serious 
Game: Using a Lemniscate Model to Compare Strategies in a Physics Game. 
Simulation & Gaming, 44(4), 544–561. 
• Swartjes, I. M. T. (2010). Whose story is it anyway? How improv informs agency 
and authorship of emergent narrative. Centre for Telematics and Information 
Technology University of Twente. 
• XKCD.com, comic 1089 [http://www.xkcd.com/1089] 
References 
21/19
• Human Media Interaction: http://hmi.ewi.utwente.nl 
• T-Xchange: http://www.txchange.nl 
• RE-liON: http://www.re-lion.com 
Links 
22/19

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Jeroen Linssen: Beyond Simulations: Serious Games for Training Interpersonal Skills in Law Enforcement

  • 1. Beyond Simulations: Serious Games for Training Interpersonal Skills in Law Enforcement Jeroen Linssen | PhD candidate Human Media Interaction University of Twente Thomas de Groot Merijn Bruijnes, Mariët Theune
  • 2. • Discuss connections between (social) simulations and games • Convince you that games can add something to simulations Social interaction model Goal Beyond the model: games LOITER Implementations & implications 2/19
  • 3. Social interaction model Serious games LOITER Implementations • Gaining social insight • Improving awareness of causality in interactions • Domain: law enforcement • Peacefully resolving conflicts Social awareness 3/19
  • 4. Social interaction model Serious games LOITER Implementations • Analysed behaviour (corpus) • Semantic frame • Which factors play an important role? • From practice to theory Modelling social interactions 4/19
  • 5. Social interaction model Serious games LOITER Implementations • Stance: the interpersonal circumplex (Leary, 1957) • Face (Goffman, 1955) • Need for autonomy • Need for approval Dominance • Rapport: feeling ‘in sync’ with someone (Tickle-Degnen & Rosenthal, 1992) • From theory to practice: abstract model Factors in social interactions Affection Aggressive Leading Introverted Following 5/19
  • 6. Social interaction model Serious games LOITER Implementations • Simulating interactions • Serious game: “A game that has a goal other than entertainment” • Simulations vs. games? Beyond the model 6/19
  • 7. Social interaction model Serious games LOITER Implementations • Simulations • Abstractions • Models meant to replicate reality • Games • Abstractions • Models meant to replicate… some world? • Playful/fun/entertaining? (Duke & Geurts, 2004) Simulations and games 7/19
  • 8. Social interaction model Serious games LOITER Implementations • Board game by T-Xchange • Police vs. juveniles • Police trainees act as juveniles • Evokes discussion Example: ‘Samen Hangend’ (Sequacious) 8/19
  • 9. Social interaction model Serious games LOITER Implementations • Feedback and reflection highly important! • Simulations • Experiential learning • Discussion afterwards • Serious games • Lemniscate Model (Koops & Hoevenaar, 2012) Game Learning Towards learning 9/19
  • 10. Social interaction model Serious games LOITER Implementations • Interaction with virtual agents • Let agents use theories on social interaction LOITER: Interaction with virtual characters 10/19
  • 11. Social interaction model Serious games LOITER Implementations • A player plays a character • In-character vs. out-of-character Character Actor I am a typical teenager Whatever, just leave me alone! Players and characters 11/19
  • 12. Social interaction model Serious games LOITER Implementations • (Nordic) live action role play • Meta-technique: communicating out-of-character information • Examples: inner monologue, flashback/forwards Meta-techniques 12/19
  • 13. Social interaction model Serious games LOITER Implementations • Complexity levels of interaction/learning goals • Between interactions, feedback through discussion between character and player • Lemniscate model: play and reflect Meta-technique: ‘Act break’ 13/19
  • 14. Social interaction model Serious games LOITER Implementations • Provide insight into characters’ minds • Inspiration: thought bubbles from comics, games • Less intrusive to story flow, still play/reflect cycle Meta-technique: ‘Inner monologue’ 14/19
  • 15. Social interaction model Serious games LOITER Implementations 2D Multi-modal Interfaces 15/19
  • 16. Social interaction model Serious games LOITER Implementations 2D • More abstract • More playful • More difficult to translate in-game knowledge to real-world knowledge? Multi-modal • Closer to real life • Less playful? • Easier to translate knowledge? • Different expectations • Character behaviour • World properties Effects of representations 16/19
  • 17. Social interaction model Serious games LOITER Implementations • ‘Golden demo’ • Other techniques • Online adaptation • Storytelling techniques (flashbacks, focalization) • Evaluation: which factors contribute to learning? Future work 17/19
  • 18. Take Home Message Games can be used to let people learn about social interactions in ways different from what simulations offer. 18/19
  • 19. Thanks Thanks for listening! listening! Let’s Let’s discuss... mail j.m.linssen@utwente.nl blog jmlin.eu/phd Social Simulation and Serious Games ss4sg.eu commit-nl.nl And they learned happily ever after... 19/19
  • 20. • Bruijnes, M., Linssen, J.M., op den Akker, H.J.A., Theune, M., Wapperom, S., Broekema, C., & Heylen, D.K.J. (2014). Social Behaviour in Police Interviews: Relating Data to Theories, in Poggi, I., Vincze, L., & Vinciarelli, A. (eds.) Conflict and Negotiation: Social Research and Machine Intelligence, Springer, Berlin. • Linssen, J.M., Theune, M., & de Groot, T.F. (2013). What Is at Play? Meta-techniques in Serious Games and Their Effects on Social Believability and Learning. In Proceedings of the Social Believability in Games Workshop. • van Oostendorp, H., van der Spek, E.D., & Linssen, J.M. (2014). Adapting the Complexity Level of a Serious Game to the Proficiency of Players. EAI Endorsed Transactions on Serious Games, 14(2). Publications 20/19
  • 21. • Belarbi, S., Bergström, K., Ebbehøj, S. L., Hansen, E. E., Fatland, E., Giæver, O. P., … Westlund, A. (2010). Nordic larp. (J. Stenros & M. Montola, Eds.). • Duke, R. D., & Geurts, J. (2004). Policy games for strategic management. Rozenberg Publishers. • Graesser, A.C., Olde, B., and Klettke, B. (2002). How does the mind construct and represent stories? In M.C. Green, J.J. Strange & T.C. Brock (Eds.), Narrative Impact: Social and Cognitive Foundations (231-263). Mahwah NJ: Lawrence Erlbaum Associates. • Koops, M., & Hoevenaar, M. (2012). Conceptual Change During a Serious Game: Using a Lemniscate Model to Compare Strategies in a Physics Game. Simulation & Gaming, 44(4), 544–561. • Swartjes, I. M. T. (2010). Whose story is it anyway? How improv informs agency and authorship of emergent narrative. Centre for Telematics and Information Technology University of Twente. • XKCD.com, comic 1089 [http://www.xkcd.com/1089] References 21/19
  • 22. • Human Media Interaction: http://hmi.ewi.utwente.nl • T-Xchange: http://www.txchange.nl • RE-liON: http://www.re-lion.com Links 22/19

Editor's Notes

  1. My background
  2. Learning goal: get insight that juveniles want to hang together and that you have to disperse them Various ways to do so When a group gets large, it can become larger even faster
  3. Scenario: loitering juveniles, player has to resolve conflict No pre-scripted storyline to let players experience what could actually happen; providing lots of agency
  4. Again, the distinction between story world and meta-world Meta-technique: as the name implies... used to enrich story!
  5. Explanation in terms of social theories Adaptation: if the player asks questions about one type of action or fails to answer questions from the character correctly, then add more of that behaviour to the next interaction
  6. Examples from games? (TWD, The Sims)
  7. Next slide: Now, to make characters behave believably...
  8. Having said that, I want to thank you all for listening.