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Developing serious games for CBRN-e training in mixed reality, virtual reality, and computer-based environments

Published on 15 September 2025
The findings revealed that serious games have vast potential in CBRN-e training and the comparisons of different environments will help for training.
Case studiesGood practices and lessons learnt

Developing serious games for CBRN-e training in mixed reality, virtual reality, and computer-based environments

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Author details
Altan, B.; Gurer. S; Alsamarei A.; Demir D. K.; Duzgun S.; Erkayaoglu M. et al.

Unique identifier
https://doi.org/10.1016/j.ijdrr.2022.103022
Disclaimer
Information and views set out in this community page can also be those of the author and do not necessarily reflect the official opinion of the European Commission.

Hazard types

CBRNE

DRM Phases

Preparedness Prevention

Geographic focus

all Europe/EU

Sectors

Anticipation and foresight Education & Training

Risk drivers

Changing security landscape Climate change