Roleplay simulation is an experiential learning method in which either amateur or professional roleplayers (also called interactors) improvise with learners as part of a simulated scenario. Roleplay is designed primarily to build first-person experience in a safe and supportive environment. Roleplay is widely acknowledged as a powerful technique across multiple avenues of training and education.
Howard Barrows invented the model for medical patient role-playing in 1963 at University of Southern California. This program allowed doctors practice taking medical histories and conducting physical examinations by participating in a one-on-one scenario with a role-player. The role-players (called Standardized Patients or SP) were also trained on providing performance evaluations after the fiction of the scenario was complete. Barrows continued to evolve this model, eventually bringing it to other physicians in the 1970s, and into the academic world in the 1980s. Today, many hospitals and medical universities have their own standardized patient programs that employ part-time role-players trained to specific standards of interaction. The Association of Standardized Patient Educators has members from six different continents.
An industry of professional skills training emerged in the late 1990s, primarily in the United Kingdom. Companies began hiring acting professionals to create situational dramas to be overcome by learners as part of an experiential learning methodology. Today, there are more than twenty companies in the UK that specialize in providing role-players for workplace simulations.
Professional military role-players have been employed by the US Military since 2001, primarily as a response to the September 11, 2001 attacks in the United States. Preparation requirements for the resulting War in Afghanistan created a need for cultural role-players skilled in languages and customs of current theaters of war to populate simulated villages and urban environments.
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A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, politics and art. Serious games are a subgenre of serious storytelling, where storytelling is applied "outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality .
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