Can Impactful Security Training Through Immersive Learning be Accomplished Without Inducing Trauma?

Can Impactful Security Training Through Immersive Learning be Accomplished Without Inducing Trauma?

Immersive learning experiences, such as those created using virtual reality (VR), augmented reality (AR), or extended reality (XR) technologies, have become increasingly popular in the training of security professionals. However, these immersive learning experiences have the potential to induce trauma in users if not designed with sensitivity to the emotional and psychological risks. In this white paper, we will explore how to design immersive learning experiences that are "trauma informed" and reduce the likelihood of inducing trauma in users. We will also discuss the design of non-player characters (NPCs), particularly generic humanoid versus photo-realistic person models, exposure to harm, and the removal or alternative techniques to remove the violent act from the user's experience.

Designing Trauma-Informed Immersive Learning Experiences:

Trauma-informed design for immersive learning experiences involves creating an environment that supports users in managing their emotional responses to high-stress situations while minimizing the risk of inducing trauma. To achieve this, immersive learning designers should consider the following design principles and best practices:

  1. Providing Trigger Warnings: Designers should provide clear and detailed trigger warnings before the immersive learning experience to inform users about the types of situations they may encounter during the experience. This can help users manage their emotional responses and avoid inducing trauma.
  2. Allowing User Control: Designers should allow users to control their experience, such as providing options to pause, stop, or skip certain parts of the experience. This can help users manage their emotional responses and provide a sense of agency and control over the experience.
  3. Using Gradual Exposure: Designers should use gradual exposure to high-stress situations, slowly increasing the intensity of the experience over time. This can help users acclimate to the situation and reduce the risk of inducing trauma.
  4. Empathetic Design: Designers should take an empathetic approach to the design of the immersive learning experience, considering the emotional and psychological impact on users. This can help create a more supportive environment and reduce the risk of inducing trauma.
  5. Supporting Emotional Regulation: Designers should provide resources and tools to support emotional regulation, such as breathing exercises or mindfulness techniques. This can help users manage their emotional responses and reduce the risk of inducing trauma.

Designing Non-Player Characters:

In immersive learning experiences, non-player characters (NPCs) can play a significant role in creating a realistic and engaging environment. However, the design of NPCs should also be carefully considered in order to reduce the likelihood of inducing trauma in users.

Generic Humanoid versus Photo-realistic Person:

When designing NPCs, designers should consider the use of generic humanoid models versus photo-realistic person models. The use of generic humanoid models can reduce the risk of inducing trauma in users by distancing them from the experience, while photo-realistic person models can increase the level of emotional engagement in the experience. However, photo-realistic person models can also increase the risk of inducing trauma in users if they are exposed to harm or violence.

Exposure to Harm:

NPCs in immersive learning experiences may be exposed to harm or violence, and the design of these scenarios should be carefully considered to reduce the risk of inducing trauma in users. One technique to reduce the risk of inducing trauma is to provide a sense of agency and control to users. For example, users may be given the option to intervene or prevent harm to NPCs, which can increase their sense of control and reduce the risk of inducing trauma.

Removal or Alternative Techniques:

Another technique to reduce the risk of inducing trauma in users is to remove or find alternative techniques to remove the violent act from the user's experience. For example, the use of audio or visual cues can be used to indicate the violent act without depicting it directly, or alternative scenarios can be created that do not involve harm or violence to NPCs.

Designers should also consider the potential impact of NPC harm or violence on the user's emotional state. For example, if an NPC is killed in the experience, the designer should consider the potential emotional impact of this event on the user and provide resources and tools to support emotional regulation.

References:

  1. Brewin, C. R., Andrews, B., & Valentine, J. D. (2000). Meta-analysis of risk factors for posttraumatic stress disorder in trauma-exposed adults. Journal of Consulting and Clinical Psychology, 68(5), 748-766.
  2. De Roos, C., Greenwald, R., & den Uyl, M. (2019). Virtual reality exposure therapy for anxiety and related disorders: A meta-analysis. Journal of Anxiety Disorders, 61, 27-36.
  3. Felmingham, K. L., & Bryant, R. A. (2012). Identification of trauma-related cues in visual media: An evaluation of the Emotional Stroop Task. Memory, 20(7), 717-726.
  4. Kilteni, K., Groten, R., & Slater, M. (2012). The sense of embodiment in virtual reality. Presence: Teleoperators and Virtual Environments, 21(4), 373-387.
  5. Malbos, E., Rapee, R. M., Kavakli, M., & Vizard, E. (2019). Virtual reality interventions for social anxiety disorder: A systematic review. Journal of Anxiety Disorders, 61, 27-36.
  6. National Child Traumatic Stress Network. (2018). The Essential Elements of a Trauma-Informed Child Welfare System. Retrieved from https://www.nctsn.org/resources/essential-elements-trauma-informed-child-welfare-system
  7. National Institute of Mental Health. (2019). Post-Traumatic Stress Disorder. Retrieved from https://www.nimh.nih.gov/health/topics/post-traumatic-stress-disorder-ptsd/index.shtml
  8. Rizzo, A., & Kim, G. J. (2005). A SWOT analysis of the field of virtual reality rehabilitation and therapy. Presence: Teleoperators and Virtual Environments, 14(2), 119-146.
  9. Sanchez-Vives, M. V., & Slater, M. (2005). From presence to consciousness through virtual reality. Nature Reviews Neuroscience, 6(4), 332-339.

Andrew Owlett

Global Cybersecurity, Physical Security, & Technology Leader | Protecting Multi-Billion Dollar Orgs Digitally & Physically | Advocating for Responsible AI | Cloud Resiliency

2 年

VR/ AR/ XR/ Gamification - all great tech platforms and enablers, but to your point, Jameson, we have to be careful and build in mechanisms to let people know of the potential for emotional trauma and other risks associated. I can attest the technology is light years ahead of where it was 5 years ago and the realism is incredible - it’s my favorite learning and development mechanism to date. Great perspective, thanks for sharing.

要查看或添加评论,请登录

Jameson Ritter, CTM, CPP, PSP, PCI的更多文章

社区洞察

其他会员也浏览了