Apr 172006
 

I loved this post on how Airport Screening Is A Badly-Designed Game, and not just because it quotes me. 🙂 Rather, because it demonstrates in a very concrete way how the sorts of lessons games teach can be applied to widely disparate sorts of tasks in the non-gaming world, possibly to the benefit of us all.

  7 Responses to “Clickable Culture – Airport Screening Is A Badly-Designed Game”

  1. […] Comments […]

  2. The post also demonstrates a possible design for a serious game intended to increase the effectiveness of security personnel involved with airport screening.

  3. Thanks for the plug, Raph. I’m glad you enjoyed the idea, it was a fun Saturday-morning brainstorm 🙂

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  5. I don’t feel like registering to make a comment, so I’ll just drop it here:

    http://shufflebrain.com/etech06.htm

    =P

  6. My (admittedly less serious) reply to the excellent post at Clickable Culture can be found here:
    http://amongthedust.blogspot.com/2006/04/being-healthy-is-badly-designed-game.html

  7. To extend the idea further, why do the screeners have to be local? Or even on a 1:1 relationship with the scanners? If you made it fun enough and as a free (a la America’s Army) download, and equipped a few scanners with digital image upload capability, I’m sure you would have several sets of eyes looking for the items at any given time.

    The nice thing is that you can trial this sort of a system while running in parallel with the real world screener on a small scale, and get some hard data that would support the hypothesis that “gameplay” adds to effectiveness. The data would be hard to refute, and scaling the system would be trivial once proved.

    How about monitoring nuclear waste containment sites with a FPS gameplay overlay?

    Some public commendation for high scores? A tax deduction on your federal returns for everyone who hits level 50?

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