Forrester Research recently sent us a copy of “It’s Time To Take Games Seriously,” an overview of the burgeoning “serious games” industry. As the term suggests, these are video and computer games created to achieve practical, real-world outcomes, such as education or job training; consequently, it’s a space with an eclectic spectrum of players, from universities and NGOs to the military and for-profit corporations. (Recent examples in the latter category: Ultimate Team Play for training Hilton staff workers and The Philips Simplicity Showdown, aimed at improving communication among Philips Electronics employees and management.)
The Forrester report argues that serious games are “poised to take off” in the next seven years. Why?
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