Report title: It's Time To Take Games Seriously
from Forrester
25 page (10940 word) report published Aug 19, 2008

Price $1,999.00 available for immediate download
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About Forrester

Serious gaming, or the use of games and gaming dynamics for non-entertainment purposes, is poised to take off thanks to the rise of Technology Populism, the greening of IT, and the emergence of the Millennials. Opportunity comes from many sectors, but competition comes from a hodgepodge of companies, including IBM and Microsoft. To achieve widespread adoption, the industry must deal with five issues: 1) what games should be called; 2) how slick the presentation should be; 3) how users should interface with the games; 4) how to determine ROI; and 5) determining if the technology has any limitations. Clearing these hurdles will open the door for revolutionary uses of games, but getting from here to there will require patience and guidance on the part of serious games vendors.

Report Type: Market Overview
Source: Forrester Research, Inc.
Author: TJ Keitt; Paul Jackson
Subtitle: Video Games Provide An Effective Way To Reach Customers And Employees
Contributors:  Ellen Daley; Erica Driver; Claire Schooley; Shar VanBoskirk; Christina Lee
Primary Role: Vendor Strategy
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