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Training w/ Computer/ Board Games

Games can help people imagine the worst, devise a response for the worst, prepare yourself/ team for the challenge, and achieve your solution by inspiring others to assist.


Design and use of such games could help to improve the leadership skills of Emergency Managers. There are similar games in use by the military, but I have yet to find any games specifically developed to train Emergency Managers. Please advise if you know of appropriate games that already exist. Thanks.

Submitted by in Mar 2012

Comments (6)

  1. An innovative idea that can also be used to educate an apathetic public.
    in Apr 2012
  2. How do we build a modeling & simulation capability into the tools we already have? This would allow practitioners to use the same systems with the same look-and-feel whether in a response or in a simulation.
    in Apr 2012
  3. It is a possible solution and might just reach some of the younger people and get thier interest motivated in helping others. Or becoming involved in Emergency Services as a Career.
    in Apr 2012
  4. This may be an idea that will need to be developed by a game company. One style of video game that would be appropriate would be Real Time Statagy or RTS. They can be used in training the same way sand box training is done. Part of the RTS is not only stratagy but also resource management. Links can also be used to the NIMS training.
    in Apr 2012
  5. When the SIMS games came out it seemed natural to me that a series of games on a similar design model could easily be created for each major disaster type wherein the game(s) could model what might happen based on pre- and post-disaster decisions made by the "player." There could also be "levels" for family decisions vs. business decisions vs. those for organizations (like FBOs) and local governments.

    Choose not to store water pre-disaster, for example, yields consequences related to the need to find a source of water to survive post-disaster. Failure to mitigate hazards would similarly have consequences - that should realistically be associated with a disaster of the type and magnitude of the "game/scenario" being "played/modeled."

    Would love to work on the product design for such a series of interactive training products that could incorporate real-life multi-hazard mitigation (and anticipated consequences) and actual disaster data. Such "games" could help families, business owners and local emergency managers train to cope with competing needs for resources as well as consequences (good and bad) of choices made as a means of preparing for the real thing.
    in May 2012
  6. Exercise program managers should take advantage of the full range of exercise types, consistent with the building-block approach, when scheduling exercise activities in their entity’s multi-year plan. The HSEEP methodology is defined and implemented using seven exercise types. The type of exercise that best meets an entity’s requirements is identified through analysis of the capabilities the entity is attempting to validate; the training and exercises it has already conducted; and the resources available for exercise planning, conduct, and evaluation. A detailed exercise planning process has been defined for each type of exercise and can be found in HSEEP Volume II. A game is a simulation of operations using rules, data, and procedures designed to depict an actual or assumed real-life situation. A game is typically used to: explore the processes and consequences of decision making; conduct “what if” analyses of existing plans; and develop new plans. In general, games use rules, data, and procedures; are designed to depict an actual or assumed real-life situation; often involve two or more teams usually in a competitive environment; and increasingly include models and simulations. Games do not involve the use of actual resources. Games are discussion-based exercises.
    in Nov 2012

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