Training “Shoot House” Tactics
Using a Game
Michael D. Proctor
University Of Central Florida
Oviedo, FL 32765
mproctor@mail.ucf.edu
Michael D. Woodman
Indra Systems, Inc.
Winter Park, FL 32792
mwoodman@indra-systems.com
JDMS, Volume 4, Issue 1, January 2007 Pages –63
© 2007 The Society for Modeling and Simulation International
Since the time of Ed Link, interactive simulators that replicated the critical components of the task and its environment
have been cornerstones of highly specialized task training, such as pilot training. Today commercial off-the-shelf
games promise similar realism. Yet, because of the dissimilarity between the traditional gaming interface and actual
human motor activities, games have had only limited application to training where human motor skills are the dominant
means of propulsion through manipulation of, and communications within, the environment. This research explores the
possibility of expanding the paradigm of using games with traditional interfaces for these serious tasks. Speciically,
this research evaluates the training transfer associated with the game Close Combat: First to Fight™ as part of a
“shoot house” training regime for Marine Corps infantry. The research explores whether or not traditional ield training
is equivalent to ield training combined with virtual training. Results include the measurements of the subjects’ objective
performance in live training and self assessment questionnaires.
Keywords: Game, training
1. Introduction
Ed Link’s 1929 aviation trainer is oten cited as being
the irst modern era light simulator. Yet few know
that by the time the United States Navy bought its
irst trainer in 1931, nearly ity “pilot makers” had
been sold for use in amusement parks [1]. Perhaps
relective of that earlier era, today some of-the-
shelf games that irst found success commercially as
entertainment games have later found serious use
in education and training tasks of the Department
of Defense (DoD). The notion of using games for
training is appealing in many dimensions. Promises
of reduced cost, greater access, wider distribution,
more frequent use, and “just-in-time” training all
stimulate further research.
The realism of visual and dynamics aspects of
entity models in some of these entertaining games has
caught the atention of the not only the DoD training
community but others. For example, X-Plane, a light
simulation game, is currently approved by the FAA
to drive an approved Level 2 Flight Training Device
[2]. Device realism can still be expensive, particularly
if building a replication of the system interface is
necessary for efective training to take place.
A traditional game interface may not be suicient
for team training [3] or individual training [4],
depending on the task. For team training, Proctor et
al. [3] found that the traditional gaming technique of
using a “hat” or buton on the joystick to pan the view
both let and right on a single monitor was not suicient
to portray to the pilot the necessary queues for situation
awareness from the surrounding helicopters in a unit
combat mission. For individual training, Proctor, et
al. [4] evaluated expanding the use of X-Plane to drive
three diferent interface conigurations for helicopter
simulator light training. The least expensive of the
interfaces in this experiment was the X-Plane game on
a simple PC with a 19-inch desk-mounted monitor,
joystick, collective, and pedals. The degree to which
the three interface conigurations contributed to
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