Code Orange Gfh V3

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Bill Becker and Bruce Milligan, representing the MedStar Health network's Simulation and Training Environment Lab (SiTEL), presented this Power Point outlining SiTEL's Mass Casualty Incident training game.

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  • That’s why SiTEL’s access to in-house SMEs is so crucial to the development of Code Orange.
  • Code Orange Gfh V3

    1. 1. Code Orange<br />A Multiplayer 3-D Game for Hospital Mass Casualty Incident Training<br />Games for Health 2010<br />Bruce Milligan - Designer<br />Bill Becker - Lead Programmer<br />Simulation and Training Environment Lab<br />
    2. 2. Who are we?<br />Division of MedStar Health<br />SiTEL offers professional training, including:<br /><ul><li> On-line education
    3. 3. Live hands-on training with mannequins
    4. 4. Clinical medical simulation, virtual apparatus, and other devices
    5. 5. 3-D multimedia including serious games
    6. 6. More than 70 employees
    7. 7. Headquartered in Washington, DC</li></li></ul><li>Who is MedStar Health?<br /><ul><li>A $3.8 billion, not-for-profit organization
    8. 8. The largest health care system in the greater Baltimore-Washington corridor
    9. 9. 9 hospitals and 20 other health-related businesses
    10. 10. Over 29,000 employees and 5,300 affiliated physicians
    11. 11. Serves a half-million patients annually
    12. 12. Committed to the use of new technologies for training.</li></li></ul><li>Traditional MCI Training<br /><ul><li>Classroom lectures and exercises
    13. 13. Tabletop exercises in HCC
    14. 14. Live training events</li></li></ul><li>Liabilities of Traditional Training Methods<br /><ul><li>Unrealistic
    15. 15. Too short
    16. 16. Too small-scale
    17. 17. Too disruptive</li></ul>Traditional training exercises take valuable people and equipment offline. They also consume vital space from hospitals that often have a 90% daily occupancy rate.<br /><ul><li>Too expensive!</li></ul>It can cost up to $50,000-$250,000 for a one-day exercise<br />
    18. 18. Code Orange - Game Vitals<br /><ul><li>First-person, 3-D virtual hospital
    19. 19. Up to 12 human players
    20. 20. Approximately 2 hours of playing time per session
    21. 21. First Scenario – Conventional terror bombing
    22. 22. Editable scenarios
    23. 23. Integrated into SiTEL’s Learning Management System
    24. 24. Full event capture for AAR and offline post-session analysis</li></ul>.<br />Our audience: Hospital management and staff<br />
    25. 25. More Benefits: 3-D Games as a Serious Choice<br /><ul><li>3-D environments are compelling
    26. 26. 3-D training is less expensive
    27. 27. Mistakes can be made
    28. 28. Training areas are there when needed
    29. 29. “Volunteers” are always available</li></ul>Immersive and realistic<br />Training costs can be reduced<br />Better to kill NPCs than your patients<br />A 3-D hospital is always available <br />Orange includes over 400 patient and staff NPCs. <br />
    30. 30. The Mission<br /><ul><li>To create a credible virtual hospital
    31. 31. Simulate the sights, sounds, and pressure of a real hospital during a crisis
    32. 32. To make a game that is both compelling and realistic
    33. 33. If it isn’t compelling, they won’t play
    34. 34. If it isn’t realistic, they won’t learn what they need to know
    35. 35. Create an MCI situation – something hospital employees may encounter only once in their careers
    36. 36. Effectively teach that all the normal rules change during an MCI – real triaging occurs (some patients will die), time and space become luxuries, and that working with and trusting unknown people and organizations is a must
    37. 37. To make a game that is useful for two players or for a dozen
    38. 38. Meets requirements for always available training
    39. 39. Requires credible AI for all player positions</li></li></ul><li>Code Orange: Strategic Goals<br /><ul><li>Teaching staff how to handle a surge of patients into a hospital that is already almost full and how to handle patient flow throughout the hospital
    40. 40. Teaching the structure and procedures of HICS (the Hospital Incident Command System)
    41. 41. Helping staff to focus on four key resources during a disaster:
    42. 42. People (staff and patients)
    43. 43. Supplies
    44. 44. Space (hospital bays and other areas)
    45. 45. Time (the one resource that is always fixed)
    46. 46. Teaching the importance of communication</li></li></ul><li>The Code Orange Virtual Hospital<br />Emergency Department<br />Hospital Command Center<br />Triage Area<br />
    47. 47. The Triage Area<br />
    48. 48. The Emergency Department<br />
    49. 49. The Hospital Command Center<br />
    50. 50. Code Orange – Short Video Tour<br />
    51. 51. Teamwork is a must!<br />
    52. 52. The Job Action Sheet <br />The heart of the HICS system:<br />Players will use them as personal “scorecards” in the game, so they can keep track of whether or not they are accomplishing key tasks at the right time<br />
    53. 53. Communications are the Key<br /><ul><li>If you don’t communicate with your colleagues during an MCI, people will die
    54. 54. Code Orange puts a premium on communications between players
    55. 55. Chat (same room)
    56. 56. Telephone (i.e., private chat) & voicemail
    57. 57. Written messages using HICS forms.
    58. 58. Technical challenges arise in the capture and analysis of game data as a result of permitting “free-form” chat during gameplay</li></li></ul><li>Part of an Integrated System<br />Credentials and Session information<br />SiTELMS<br />Code Orange<br />Assessment data<br />Refine assessment<br />Assessment & raw data<br />Offline Analysis Tools<br />Data Repository<br />Refine Game Model<br />
    59. 59. A Unique Partnership<br />Partners in the development of Code Orange include:<br /><ul><li>MedStar Health physicians, nurses, and administrators
    60. 60. Incident Commanders and staff from hospitals in D.C. and elsewhere
    61. 61. In-house subject matter experts
    62. 62. Code Orange Advisory Board (with members located around the U.S. and abroad)</li></li></ul><li>Challenges!<br />
    63. 63. Serious Challenges<br />Don’t Forget who the Real Experts are<br /><ul><li>By the time we finish a commercial product, we typically know far more than the average user will ever know.
    64. 64. By the time we finish a serious game, we know a fraction of what our end users have known for years.</li></li></ul><li>Looking Ahead…<br />
    65. 65. “The Incident Commander has declared the Incident is over.”<br />Questions?<br />Contact: Bruce Milligan<br />Bruce.Milligan@email.sitel.org<br />202-364-5180, ext. 131<br />

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