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SQQ-89 Gamification Capability

Today, the US Navy’s Naval Sea Systems Command (NAVSEA) awarded CTI with a contract for the gamification of the SQQ-89...
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Next Generation of Maintenance Trainer – ONR SBIR

Funded under the Small Business Innovation Research (SBIR) program, this Office of Naval Research (ONR) project is developing an immersive...
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Safehouse

The US Army’s Future Combat Systems in counter-insurgency contingency operations. This film is the first in a four-part CTI series...
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MISSING – Serious Games to Overcome Cognitive Bias

Cognitive bias, the near-universal mental shortcuts that can result in deeply flawed decision-making in intelligence analysis and business, is the...
Innovation
We’re proud of our ‘firsts’ at CTI, constantly seeking ways to leverage new technologies in the service of our customers’ needs.
Determination
Since our first work in 2006, we have consistently delivered on-time and on-budget. We have never had a dissatisfied customer.
Resilience
Some applications our team developed even before there was a CTI… nearly twenty years ago… are still in use today.

Customers

News

Publications

Serious game training in medical education: potential to mitigate cognitive biases of healthcare professionals Sader, Julia, Christine Clavien, James Korris, Samia Hurst, Mathieu Nendaz, and Marie-Claude Audétat. “Serious game training in medical education: potential to mitigate cognitive biases of healthcare professionals.” Diagnosis (2021).
The design and development of serious games using iterative evaluation Symborski, Carl, Meg Barton, Mary Magee Quinn, James H. Korris, Karim S. Kassam, and Carey K. Morewedge. “The design and development of serious games using iterative evaluation.” Games and Culture 12, no. 3 (2017): 252-268.
The use of theory in designing a serious game for the reduction of cognitive biases Barton, Meg, Carl Symborski, Mary Quinn, Carey K. Morewedge, Karim S. Kassam, and James H. Korris. “The use of theory in designing a serious game for the reduction of cognitive biases.” Transactions of the Digital Games Research Association 2, no. 3 (2016).
Missing: A serious game for the mitigation of cognitive biases Symborski, Carl, Meg Barton, Mary Quinn, C. Morewedge, K. Kassam, James H. Korris, and C. A. Hollywood. “Missing: A serious game for the mitigation of cognitive biases.” In Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC), no. 14295, pp. 1-13. 2014.
Methodology for playtesting serious games A case study using a mixed method approach Quinn, Mary Magee, Carl Symborski, Meg Barton, James Korris, Travis Falstad, and Stephanie Granato. “Methodology for playtesting serious games A case study using a mixed method approach.” In 2013 IEEE International Games Innovation Conference (IGIC), pp. 222-227. IEEE, 2013.
Full spectrum warrior: How the institute for creative technologies built a cognitive training tool for the Xbox Barton, Meg, Carl Symborski, Mary Quinn, Carey K. Morewedge, Karim S. Kassam, and James H. Korris. “The use of theory in designing a serious game for the reduction of cognitive biases.” Transactions of the Digital Games Research Association 2, no. 3 (2016).
C4ISR: Effects-delivery based command and control USC institute for creative technologies Riley, P., J. Korris, S. Millward, D. Hendrie, T. Hawkins, P. Britos, and M. Van Lent. “C4ISR: EFFECTS-DELIVERY BASED COMMAND AND CONTROL USC INSTITUTE FOR CREATIVE TECHNOLOGIES.”

Immersive Simulation for Government and Industry Since 1999

Creative Technologies Inc.
(323) 472-6200
7080 Hollywood Blvd. Suite 1100
Los Angeles, CA

info@cretecinc.com

 

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