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Showing posts from 2015
Serious Games Market Worth $5,448 Million by 2020 I recently read a report from Marketsandmarkets (link at foot of page) about the growth of the Serious Games Market which is very interesting. Here are the key points from the report. Serious game simulates the real world into a virtual world scenario. They are basically designed to provide education and training related services. The serious game market is witnessing rapid growth. Potential benefits of serious games include improved self-monitoring, enhanced problem recognition and problem solving abilities, and increased social skills such as collaboration, negotiation, and decision making. Serious games can be applied to a broad spectrum of industry verticals such as military, government, education, corporate, and healthcare. Serious games cater to various applications across industry verticals. The serious game market has been segmented based on vertical into aerospace & defense, automotive, corporate, education
Game Based Learning Game based learning can deliver numerous benefits, communication, behavioral change, strategic thinking, decision making, memory, adaptation, coordination, inclusion and improved attention span. When you compare the above to organisational communication methods like PowerPoint, conferences or Town Hall sessions you can quickly realise the benefits that gaming technologies can deliver.  The greatest strength of an effective outcome to game-based learning is the ability to quickly change the content to allow customisation of the learning experience that can easily be adapted to different business requirements. This type of architecture allows the user to become involved, take part and act, rather than just  listening , taking notes and doing as they are directed. How many times do you remember being told -  The best way of learning something is by doing it. Game based learning solutions require students to communicate, think quickly and use logic in or
BYOD, Games and Employee Engagement It has been a while since my last Post, for that I apologise.....I am busy trying to assist a number of start-ups find their feet! Following on from my last Post, which will now be out-of-date.......as is the way for any quoted statistics. I wonder how much thought employers, especially C level employers give to the gaming industry? Do they realise just how many of their current employees spend playing multiplayer online games, and more importantly the level of engagement that is achieved that does not exist or that they do not bring into the working environment? I wonder if they realise the demographics of the gaming community and how this has changed, no longer is the community adolescent boys hidden away in bedrooms, but a thriving community spanning all ages and both sexes. One of the key areas that will influence future gaming technologies in the workplace is the fact that computing at home or home digital services - machines, so