S. Benkhedda, F. Bendella, A. Kinane Daouadji

Oran University of Science and Technology (ALGERIA)
All SG's (or game simulations) are games and all games are simulations that can use identical technologies (hardware, and software). Through games, realistic situations can be simulated to provide valuable experiences which combine discovery and exploration in a funny, engaging, and cost-effective manner. Serious games have the potential to serve as a bridge between the simulation and the gaming world by exploiting the educational value of the simulation to teach technical and cognitive skills specific learners (whether they are students or patients); and motivational, interactive and engaging aspects inherent in the games. There are a few tools treating risks, Nicola Capuano offers Adaptive serious game that gives public buildings evacuation plans. In addition to promoting learning through interaction, the SG's are ideal for medical simulation; they allow users to take advantage of situations that may be otherwise difficult to live in reality, due to a multitude of factors, among others: the cost, time and safety. Several SGs and applications for health have been reported in the literature, for example, the SIMFOR project which is a serious training for the management of risks. In this paper, we review the work done in this field, including commercial games. We provide a brief summary of each game, indicating their relevant characteristics. Then, we present a comparative table giving on the characteristics of games in different aspects. Then, we will preview the Fasim project; serious game designed to train the user to provide first aid in a medical emergency. And in the end we will discuss the FASim related assessment issue which develops the concept of collaboration between players in the same group for achieving the common goal, by applying individual and collective evaluation.