Archive for May, 2006

WILL Interactive’s Immersive Learning Simulation a Winner at SIIA CODiE Awards

Tuesday, May 23rd, 2006

Prestigious Peer-Recognition Industry Award for “Hate Comes Home”

Potomac, MD: WILL Interactive, Inc., the Potomac, MD-based leader in virtual experience behavior modification gaming, has been named a winner at the Software & Information Industry Association’s 21st Annual CODiE Awards for the immersive learning simulation Hate Comes Home in the category of Best Instructional Solution: Social Studies.

Hate Comes Home, created by WILL Interactive, Inc. in partnership with the Anti-Defamation League, follows high school students as they navigate such issues as hate crimes, racism, bias and school violence. In use by thousands of middle and high schools across the country, Hate Comes Home gives youth the opportunity to become the lead characters in an interactive movie and make life-altering decisions as one of four high school students who hold the key to stopping a tragic hate crime before it happens.
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The Incident 2: From the Front Lines to Virtual Training Technology

Saturday, May 20th, 2006

Interactive Suicide Intervention Simulation Created with FBI to Train Law Enforcement Community in Sensitive Crisis Negotiations

Washington, D.C.: WILL Interactive, Inc., the Potomac, MD-based leader in virtual experience behavior modification gaming, has developed The Incident 2 – Suicide Intervention with the FBI’s Crisis Negotiations Unit. An interactive gaming simulation, The Incident 2 expands on the fundamental principles of crisis negotiations learned in The Incident, the first interactive program released in 2002 that teamed WILL Interactive with the FBI’s CNU.

A serious learning tool for the law enforcement community, from experienced negotiators to line officers, The Incident 2 puts the user in the chair as the primary negotiator in two separate suicide intervention crises. Designed to improve critical thinking, judgment and decision-making, users role-play and make decisions as the negotiator in high-stakes and stressful crisis situations; they are able to see the consequences of their decisions as they would play out in real life, but in the safety of cyberspace. WILL Interactive’s patented VEILS™ (Virtual Experience Immersive Learning Simulations) technology, has been proven effective in changing behavior and enhancing positive decision-making.
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