A simulation can be created in one language and used in another #
The language in which a Guided Simulation was developed does not prevent the creation of a runtime in a different language.
A simulation may have been designed, for example, in English at the level of:
- Communication Skills;
- Observation Grid;
- conversation phases;
- briefing and storytelling;
- Player objective;
- Avatar Persona;
- avatar behavior description.
This does not preclude the possibility of creating a runtime simulation in Italian, English, or another supported language.
Where to choose the actual conversation language #
The actual language the avatar will speak with the Player is chosen during the creation of the runtime simulation, in the field dedicated to the Spoken language.
This setting defines the language the agent/avatar will use during the Player’s experience.
Example:
A simulation was created in English:
- Communication Skills in English;
- Observation Grid in English;
- storytelling in English;
- Avatar Persona described in English.
The Tenant Admin can still create a runtime with:
Spoken language: Italian
In this case, during the simulation, the avatar will converse with the Player in Italian.
Why this separation is useful #
Separating the simulation design language from the runtime language allows the same training content to be reused in different contexts.
For example, the same simulation can be used for:
- Italian Players, with runtime in Italian;
- international Players, with runtime in English;
- different groups of the same tenant, with different languages;
- localized training paths without duplicating the entire simulation.
This way, it is not necessary to recreate Communication Skills, Observation Grids, Avatar Personas, and storytelling from scratch just because the language of the experience changes.
Practical example #
The Provider makes available a global simulation developed in English:
Breaking Bad News — SPIKES Protocol — New Cancer Diagnosis
The simulation contains:
- Communication Skills in English;
- SPIKES Grid in English;
- Player briefing in English;
- Avatar Persona in English.
The Tenant Admin imports the simulation into the tenant and creates two different runtimes:
Runtime 1 #
- Spoken language: English
- Channel: Web
- Player: international group
Runtime 2 #
- Spoken language: Italian
- Channel: Web
- Player: Italian group
Both runtimes derive from the same simulation, but the avatar converses in the language configured for each runtime.
What remains stable #
Even if the runtime language changes, the main training elements of the simulation remain stable:
- scenario;
- Player objective;
- Avatar Persona;
- Observation Grid;
- Communication Skills to be observed;
- conversation logic;
- any avatar behavior changes;
- training structure of the experience.
The runtime language modifies how the experience is delivered to the Player, but it does not automatically change the training design of the simulation.
Pay attention to linguistic consistency #
Even though the platform allows using a runtime in a language different from the original one, it is always advisable to verify that the experience is understandable for the Player.
In particular, it is useful to check:
- that the Player understands the briefing;
- that the objective is clear;
- that the chosen language is suitable for the group;
- that any technical terms are understandable;
- that the conversation remains consistent with the training context.
When necessary, the Tenant Admin can create different runtimes for different language groups.
Difference between interface language, simulation language, and runtime language #
It is important to distinguish three levels.
Interface language #
This is the language in which the user sees menus, buttons, and platform pages.
Example:
- Italian;
- English.
Simulation design language #
This is the language in which the simulation content was written or configured, such as skills, grid, briefing, objectives, and Avatar Persona.
Runtime language #
This is the actual language the avatar uses during the conversation with the Player.
The runtime language is the most important one for the Player’s experience.
Final result #
The language in which a simulation was designed does not block the possibility of creating runtimes in different languages.
The Tenant Admin can choose the spoken language during the creation of the runtime simulation.
The avatar will converse with the Player in the language configured for that runtime, allowing the same simulation to be reused in different linguistic contexts without having to recreate the entire training content.
