## 4 Operationalization of the XR Framework for Safety Management
### Implementation Examples
#### 4.1.14. Gamification/Storytelling  
The use of extended reality has shown advantages over traditional training methods. However, as has happened on other occasions, such as with the use of multimedia content, the simple use of new devices can generate interesting experiences as technological curiosities, but they are short-lived once the initial novelty has worn off. This is why it is necessary to further explore the purposes of these experiences and to incorporate relevant elements so that the contents achieve an effective culture of prevention among workers in the construction industry. One of the important aspects within the construction industry is achieving an awareness among workers of safety issues and forming a culture of safety that aims to achieve the global goal of zero accidents. In view of this, especially in terms of training, the concepts of gamification and serious games have become relevant. Gamification refers to the implementation of game mechanics in various situations, in this case, in serious games (training games), where video game strategies are incorporated into XR experiences to capture users' attention and motivate them to meet objectives [81]. Various gamification elements can be implemented, such as rewards, sounds, timers and goal counters, as can user interaction strategies that challenge the user to achieve a goal, earn rewards and surpass themselves or other competitors, among other strategies [82]. Figure 26 shows an example of gamification elements for risk identification. Counters of correctly or incorrectly identified risks are displayed along with a timer to determine the time it takes to identify all the risks in the simulation. These counters (time and score) can also be used to establish rankings and generate competition between users, for example. A mechanism of interaction with the user is also shown, through 'Pick up elements' and 'Dialogue boxes', which allow communication with and questioning of users. From an XR technology perspective, there are multiple options for implementing gamification elements, depending on the designers' strategies. Figure 25: Examples of the implementation of weather and lighting variables in XR environments. Once the advantages of extended reality have been internalised (immersion and first-person interaction in hyper-realistic scenarios, and technologically attractive elements), it is necessary to move beyond the technological enchantment to return to the purpose of the experience: the message to be transmitted. In this approach, the use of storytelling makes it possible to study the role of emotions and cultural factors as determinants of people's behaviour. Because storytelling is familiar from cinema and theatre as a way to convey feelings to audiences, in extended reality it helps to deepen the users' awareness of the content they are experiencing as protagonists who are responsible for the outcome of the story and thus have an emotional investment beyond the theoretical content on safety protocols. Storytelling refers to the art of telling a story with elements that generate emotion and transport the recipient to experience and learn from what is told. Storytelling helps to develop effective and selective attention and to improve reasoning skills; it is also a privileged instrument to develop cognitive skills [41; 83]. It is a powerful and proactive method for sharing lessons about unwanted events to engage organisations and workers, aiming for optimal safety learning. Storytelling is intended to include sensitivity, trust and personal content [84]. When these elements are applied to a story (written, oral, immersive or in another form), it becomes an effective delivery method that influences the behaviour of the receiver in general and modifies the behaviour of workers in risk prevention [85], particularly in the area of safety training. Storytelling is made up of four basic elements: (1) the message, (2) the conflict, (3) the characters and (4) the plot.