A Systematic Literature Review on Serious Games Methodologies for Training in the Mining Sector
Abstract
:1. Introduction
2. Methodology
2.1. Eligibility Criteria
2.2. Information Sources
2.3. Search Strategy
2.3.1. Definition of the Search Terms
2.3.2. Definition of the Search String
2.4. Study Selection
- Preliminary publication identification: The search string for each research question is used in the databases and scientific engines selected. Then, the results are filtered by the inclusion criteria corresponding to publications in English and studies after 2010. It defines the list of scientific publications for the next phase.
- Selection by title and abstract reading: In this phase, we examined the documents that met the inclusion criteria and applied the exclusion criteria.
- Selection by reading full text: In this phase, full-text documents were read, and those that met the defined quality criteria were recovered for analysis.
2.4.1. Quality Criteria
- QC-1: Scientific papers and book chapters that present methodologies and detail the development process of an SG, with its respective phases, outcomes, and examples of use.
- QC-2: Scientific papers and book chapters detailing SG developed for the mining sector, their features, usability, development architecture, testing, and stakeholder evaluation.
- QC-3: Scientific papers and book chapters describing methodologies that generate artifacts for developing SGs.
2.4.2. Search Conduction
2.5. Preliminary Synthesis
2.5.1. Description of Publications Selected by Quality Criteria
2.5.2. Preliminary Results of the Selected Studies
3. Findings
3.1. Serious Games Development Methodologies
3.2. Serious Games in the Mining Sector
3.3. Automated Methodologies for Artifact Generation
4. Discussion
4.1. Review Summary
4.2. Challenges
4.2.1. SG Development Methodologies
- (a)
- High impact
- Represent hazardous environments to stimulate safety awareness: The studies presented simulations of accidents and risk situations using VR technology in countries such as India, the U.S., China, and Australia [48,50,64]. However, no environments in Latin America or other regions have been developed to simulate risk situations and stimulate safety awareness [51].
- Establish mechanisms that involve the player and encourage him/her to remain in SG practice: It is necessary to maintain the user’s attention and concentration in meeting the learning objectives established in the SG. The studied SG development methodologies presented phases of generating the game idea or concept, team and role conformation, pedagogical objectives, game development, improvement, and feedback [89]. However, in the review and analysis of the literature, no publications were found that integrate mechanisms that involve the player and stimulate him/her to remain in the SG practice.
- Define mechanisms for specification of cognitive capabilities with SG development: The SG methodology analysis did not delve into the user’s cognitive capabilities. Most methodologies are focused on the work team (designers and developers). The studied SGs focused on using virtual simulation systems, machinery operation, coal mine monitoring, and accident reconstruction. Therefore, it is necessary to propose a mechanism to streamline the development of SGs that promote cognitive skills in a specific domain [90,91].
- (b)
- Medium impact
- Define adaptive mechanisms for SGs: Classically, the SG methodologies assume games that cannot be adapted to the user and simply work based on what is specified in their design [92]. For this challenge, it is possible to take the examples described by Streicher et al. [93], which explains how adaptivity can be implemented in specific application scenarios, such as motion-based games or personalized learning games. There is also a whole theory of emerging SGs that could be explored in this area [42], in particular, allowing game dynamics to emerge from interactions with the players themselves.
- Define methodologies for developing SGs for effective guided training: In our review, we did not find methodologies that specify the necessary aspects for guided training, nor mechanisms to evaluate the effectiveness of the training processes. Some progress was found with AI for specifying guided behavioral characteristics of game characters (specifically, non-playable characters) with conditions and rules programmed into the AI to mimic the character and copy behaviors in a game character [94].
- Characterize factors for user empathy: Most SG development methodologies focus on the game lifecycle [30,38,50] and specific game genres [78,89]. However, it is necessary to develop SG methodologies that guarantee to keep the player’s attention, motivate the player to reinforce the knowledge for its complete understanding, and ensure that the player voluntarily repeats the training sessions. For this challenge, it is necessary to review the study by Bachen et al. [90], who proposed exploring the interrelationships between factors that may influence empathy and interest in learning more about a specific subject is pertinent.
- (c)
- Low impact
- Specify intelligent mechanisms to analyze/evaluate user behaviors: This challenge aims to include in the methodology the design of a mechanism that allows profiling/evaluating user behavior. This challenge is closely linked to the previous one, but here, the conception of an intelligent tool that determines and analyzes user behavior is explicitly considered [44,80]. For this challenge, it is possible to use the result of Syufagi et al. [95], whose focus is the modeling of SG systems and classification of motivational behavior with Petri nets.
- Develop strategies for evaluating player performance: The review showed poor data collection from SG users. Knowing the players’ data and the variables present in an SG, such as performance, movements, problem-solving methods, decision capacity, and response time, is a promising challenge. Some approaches proposed approximate solutions, but nothing on evaluating user performance in specific activities in an SG [96].
4.2.2. Automated Methodologies
- (a)
- High Impact
- Implement modeling systems to improve productivity in SG development: Software development is expensive, time-consuming, and labor-intensive. The field of SG development requires automated tasks to streamline and deliver initial prototypes in less time. Some studies have proposed automation up to the game design document [44,97]. There is a need to improve productivity in SG development, presenting specific challenges such as project resource planning, requirements definition, and tracking the learning curve of programming languages and technologies for SG development.
- (b)
- Medium impact
- Develop functionality to add behaviors to playable characters: The characters in a video game play a role and seek to empathize with players by generating highly immersive environments. Developing immersive environments involves improving the quality of graphics and storage space, considering the increase in production by generating characters in large volumes [80]. Regarding the quality of the graphics, it is necessary to make the models more realistic, which implies more storage space. Therefore, it is necessary to reuse mechanisms that lighten the character design process with high-quality rendering.
- (c)
- Low impact
- Generate VR scenarios for SG development: Immersive virtual environments require 3D modeling software, robust game engines (Unity and Unreal), image editing software, programming environments (C#, C++, JavaScript, among others), and hardware (e.g., Oculus Quest and Oculus Rift). SG development using VR technology is costly due to the tools required to design real scenarios. Some scenarios represent the elements of the game environment (e.g., environment, sound, characters, story, and gameplay) from DSM models. The models of [70,72] generate challenges such as the possibility of creating and integrating code for stable SG engines.
4.2.3. Mining Sector
- (a)
- High impact
- Promote safety training awareness in the mining sector by developing cognitive enhancement mechanisms. These safety training mechanisms are necessary to train miners with little experience in mining work [94].
- Develop mechanisms to improve the cognitive capabilities of mine workers to perform their work responsibly and reduce the risk of danger, using the methodological process applied in similar projects [98].
- Define training to develop the ability to perceive strange odors, preventing the death of mining workers. The developed countries have solutions like the one suggested by [70] with a costly and complex architecture to implement in underdeveloped or poorer countries.
- (b)
- Medium impact
- Specify mechanisms that allow the mine to be supervised without risk, avoiding entry into the interior of the mine. For that, it is necessary to generate safe working environments for the miner, where the miner can receive indications in case of emergency from outside the mine.
- (c)
- Low impact
- Study and propose other architectures adapted to underdeveloped or poorer countries’ economic and geographical conditions.
- Design of multi-agent systems aimed at mining safety. This challenge can be inspired by results from previous work, such as the work of Wimolsakcharoen et al. [102], in which a computer role-playing game was proposed to support the exchange of perceptions and knowledge between stakeholders based on multi-agent systems. Also, it can be inspired by other previous works related to the use of SGs for the management of natural resources in the fields of agriculture, biodiversity, water, and forests [103,104,105]. Finally, works based on multi-agent systems for rescue in emergencies (for example, in earthquakes or natural disasters), such as the one presented by Takahashi and Shimizu [106], are also initial sources of inspiration for this challenge, to adapt them to the mining sector.
- For simulation game (SG) developers, the challenges allow identifying methodological improvements, future tool developments, possible adaptive extensions, specific modeling tools, and specific strategies for optimizing development processes, among other things. Thus, it is possible to define a technological development plan based on these challenges.
- For mining managers, the challenges allow establishing an SG implementation plan that promotes safety awareness, and cognitive and affective training can help reduce accident rates and improve decision-making in high-risk operations.
- Finally, policymakers can benefit from this knowledge to establish public policies for the mining and technology sectors that support the development and financing of safety training technologies tailored to the economic and social reality of each country.
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Criteria | Description |
---|---|
IC-1 | Include publications whose titles are related to the development of the SG |
IC-2 | Include publications in English |
IC-3 | Include publications from 2010 onwards |
IC-4 | Include articles in journals or conferences, and book chapters |
Criteria | Description |
---|---|
EC-1 | Exclude publications published on websites |
EC-2 | Exclude theses |
EC-3 | Exclude publications whose full text is not available |
PICOP Method Element | Primary Terms | Secondary Terms |
---|---|---|
Population | Miner | Mining staff, mining company staff |
Intervention | Serious game | Educational game, gamification |
Comparison | Not applicable | Not applicable |
Outcome | Methodology | Method, models |
Automation artifact | Code generation, development methodology | |
Context | Mining industry | Mining company, SME mining, mining plant, mining sector |
ID | General Category | Description |
---|---|---|
C1 | Miner | Terms related to miners |
C2 | Serious game | Instruments or means that allow the improvement of the training processes in the companies, in this case, serious games |
C3 | Methodology | Terms related to the methodologies used |
C4 | Mining industry | Terms of the development field or research sector, which in this case is the mining sector |
C5 | Automation artifact | Terms related to automated artifacts |
Research Question | Description | Search String | Focus |
---|---|---|---|
Q1 | What methodologies have been used to develop SGs for the mining sector? | (Methodology OR Method OR Model) AND (“Serious Game” OR “Educational Game OR “Gamification”) AND (Miner OR “Mining Staff” OR “Mining Company Staff”) | SG development methodologies |
Q2 | What has been achieved in serious games for the mining sector? | ((Miner OR “Mining staff” OR “Mining Company Staff”) OR (“Mining Industry” OR “Mining Company” OR “SME Mining” OR “Mining Plant” OR “Mining Sector” OR “SMB Company”)) AND (“Serious Game” OR “Educational Game” OR Gamification) | SG in the mining sector |
Q3 | What has been performed in the automation of SG methodologies to generate artifacts? | ((“Automation Artifact” OR “Code Generation”) OR (“Development Methodology”)) AND (“Serious Game” OR “Educational Game” OR Gamification) | Automated SG methodologies |
Publications | QC-1 Evidence | QC-2 Evidence | QC-3 Evidence | QC-4 Evidence | ||
---|---|---|---|---|---|---|
Well-Defined Phases | Practical Applicability | Mining Sector | Artifact Generation | Learning Objectives | Learning Skills | |
[50] | x | x | x | |||
[51] | x | |||||
[52] | x | x | ||||
[53] | x | x | ||||
[54] | x | x | x | |||
[55] | x | x | x | x | ||
[56] | x | x | ||||
[57] | x | x | x | |||
[58] | x | x | x | |||
[59] | x | x | x | |||
[60] | x | x | x | |||
[61] | X | x | x | |||
[62] | x | x | x | |||
[63] | x | x | x | |||
[64] | x | x | x | |||
[65] | x | x | x | |||
[66] | x | x | x | |||
[67] | x | x | x | |||
[68] | x | x | x | |||
[69] | x | x | x | |||
[70] | x | x | ||||
[71] | x | x | ||||
[72] | x | x | ||||
[73] | x | x | x | x | ||
[74] | x | x | x | |||
[75] | x | x | x | |||
[76] | x | x | x | x | ||
[77] | x | x | x | |||
[78] | x | x | x | |||
[79] | x | x | x |
Paper | Methodology | Phases | Validation | Applicability | Technological Tool |
---|---|---|---|---|---|
[50] | Method for design simulation of the coal mine production behavior |
| Specific case of the process in which a virtual mining agent evades a transportation vehicle | Simulation and training for mining operations and safety | Interactive simulation with virtual agents for task planning, movement control, and real-time production behavior |
[51] | Method for immersive VR systems |
| Testing with experienced miners to gain insight into training experience | VR-based training for subway miners | Specific virtual training scenario related to blasting work in subway mines |
[52] | GAMED |
| Not specified | Development of DEG projects of all sizes | Not specified |
[53] | Behavlets method |
| No application case, but an example of use with a Pac-Man type game with data from 100 players | Workshop evaluation with expert designers using Gears of War | Not specified |
[54] | VR method developed for the generic CMBF plant | No phases | Specific use case of the VR model applied to a generic CMBF plant in Brazil | Improvement of training and emergency simulation processes in industrial and educational environments | VR tool for the green iron industry, specifically for generic CMBF plants |
[55] | iPlus |
| Case study of SG Educaplay | iPlus has a wide and flexible applicability for the design of SGs for educational purposes | |
[56] | 3D method + CAD simulations |
| Example applied in Polish mining, focusing on auxiliary transport by rail and monorails | Practical application in the mining industry | Not specified |
Paper | SG Methodology | Not Specified | Multi-Agent Technology | VR Technology |
---|---|---|---|---|
[50] | Method for design simulation of the coal mine production behavior | x | x | |
[51] | Method for immersive VR systems | x | ||
[52] | GAMED | x | ||
[53] | Behavlets method | x | ||
[54] | CMBF | x | ||
[55] | iPlus | x | ||
[56] | 3D method + CAD simulations | x |
Papers | VR | AI | 3D Simulation | IoT | Cloud Rendering |
---|---|---|---|---|---|
[57] | x | ||||
[58] | x | ||||
[59] | x | ||||
[60] | x | ||||
[61] | x | ||||
[62] | x | x | |||
[63] | x | ||||
[64] | x | ||||
[65] | x | ||||
[66] | x | ||||
[67] | x | ||||
[68] | x | ||||
[69] | x |
Papers | Mining Work Safety | Miner Training | Underground Mines | Coal Mine |
---|---|---|---|---|
[57] | x | x | x | |
[58] | x | x | x | x |
[59] | x | x | x | |
[60] | x | x | ||
[61] | x | x | ||
[62] | x | x | ||
[63] | x | x | x | |
[64] | x | x | x | |
[65] | x | x | x | |
[66] | x | x | ||
[67] | x | x | x | |
[68] | x | x | x | x |
[69] | x |
Paper | Tools |
---|---|
[70] |
|
[71] |
|
[72] |
|
[73] |
|
[74] |
|
[75] |
|
[76] |
|
[77] |
|
[78] |
|
[79] |
|
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Gómez, C.; Vallejo, P.; Aguilar, J. A Systematic Literature Review on Serious Games Methodologies for Training in the Mining Sector. Information 2025, 16, 389. https://doi.org/10.3390/info16050389
Gómez C, Vallejo P, Aguilar J. A Systematic Literature Review on Serious Games Methodologies for Training in the Mining Sector. Information. 2025; 16(5):389. https://doi.org/10.3390/info16050389
Chicago/Turabian StyleGómez, Claudia, Paola Vallejo, and Jose Aguilar. 2025. "A Systematic Literature Review on Serious Games Methodologies for Training in the Mining Sector" Information 16, no. 5: 389. https://doi.org/10.3390/info16050389
APA StyleGómez, C., Vallejo, P., & Aguilar, J. (2025). A Systematic Literature Review on Serious Games Methodologies for Training in the Mining Sector. Information, 16(5), 389. https://doi.org/10.3390/info16050389