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Trends in Security Information
The HSD Trendmonitor is designed to provide access to relevant content on various subjects in the safety and security domain, to identify relevant developments and to connect knowledge and organisations. The safety and security domain encompasses a vast number of subjects. Four relevant taxonomies (type of threat or opportunity, victim, source of threat and domain of application) have been constructed in order to visualize all of these subjects. The taxonomies and related category descriptions have been carefully composed according to other taxonomies, European and international standards and our own expertise.
In order to identify safety and security related trends, relevant reports and HSD news articles are continuously scanned, analysed and classified by hand according to the four taxonomies. This results in a wide array of observations, which we call ‘Trend Snippets’. Multiple Trend Snippets combined can provide insights into safety and security trends. The size of the circles shows the relative weight of the topic, the filters can be used to further select the most relevant content for you. If you have an addition, question or remark, drop us a line at info@securitydelta.nl.
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Serious gaming, simulation
Serious Gaming, also known as wargaming or simply as simulations, is the act of engaging in a game for the purpose other than entertainment. Rather, serious gaming has a strong pedagogical focus. Originally invented by the Prussian army as a low-cost way to train officers and test new tactical and strategic concepts, nowadays serious gaming happens in almost every sector. Serious games in the security domain are used to explore the response(s) of communities to certain security or disaster events in order to explore clearly defined learning outcomes, intended lessons or moral for that game. Serious gaming differs from gamification in that sense that the core exercise of serious gaming takes the shape of a game, rather than adding game elements to an existing curriculum to heighten engagement, which is the case in gamification.
Elements that are often involved in serious gaming and simulations are gameplay, storyline and learning outcomes. Computer-based games often involve different scenarios, modelled human behaviour, dialogue and a rule-base. Simulators in defence and security can take all type of shapes and forms, including flight simulators, virtual shooting range, Virtual Reality gaming, logistic planning, etcetera. Some examples of topics that are commonly explored in corporate serious games are corporate image and reputation management, recruitment, (cyber) security responses, coalition and network shaping and negotiations.
Related Keywords: wargames, applied games, simulation training, education, crisis simulation, crisis simulator, scenario building, DDoS simulation.
Serious Gaming, also known as wargaming or simply as simulations, is the act of engaging in a game for the purpose other than entertainment. Rather, serious gaming has a strong pedagogical focus. Originally invented by the Prussian army as a low-cost way to train officers and test new tactical and strategic concepts, nowadays serious gaming happens in almost every sector. Serious games in the security domain are used to explore the response(s) of communities to certain security or disaster events in order to explore clearly defined learning outcomes, intended lessons or moral for that game. Serious gaming differs from gamification in that sense that the core exercise of serious gaming takes the shape of a game, rather than adding game elements to an existing curriculum to heighten engagement, which is the case in gamification.
Elements that are often involved in serious gaming and simulations are gameplay, storyline and learning outcomes. Computer-based games often involve different scenarios, modelled human behaviour, dialogue and a rule-base. Simulators in defence and security can take all type of shapes and forms, including flight simulators, virtual shooting range, Virtual Reality gaming, logistic planning, etcetera. Some examples of topics that are commonly explored in corporate serious games are corporate image and reputation management, recruitment, (cyber) security responses, coalition and network shaping and negotiations.
Related Keywords: wargames, applied games, simulation training, education, crisis simulation, crisis simulator, scenario building, DDoS simulation.