Report title: It's Time To Take Games Seriously
from Forrester
25 page (11117 word) report published Aug 19, 2008

Price $1,999.00 available for immediate download Adobe Acrobat
Report Overview
 
Search Inside
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
Author: Paul Jackson; TJ Keitt
Subtitle: Video Games Provide An Effective Way To Reach Customers And Employees
Contributors:  Christina Lee; Claire Schooley; Ellen Daley; Erica Driver; Shar VanBoskirk
Primary Role: Vendor Strategy
Free Sample: Click Here to Download

Enter the keyword(s) which you would like to search for within this document and click "Search"

 
 Forrester
Forrester Research identifies and analyzes emerging trends in technology and their impact on business. Forrester provides companies with rigorous research, practical ideas, and objective guidance to help them thrive on technology change. Research topics include Automotive, Financial Services, Healthcare, IT Security and Spending, and Media and Entertainment, to name a few.
Price: $1,999.00