For Vendor Strategy Professionals
(Length: 25 pages)
Executive Summary (This is a document excerpt)
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.
Buy Risk-Free
Download and print PDF immediately. Price: US $775
Our Money-Back Guarantee: If you are not completely satisfied, return it for a full refund within three
weeks of your online purchase.
Already a Forrester Client?
Log in to read this document.
TABLE OF CONTENTS
|
NOTES & RESOURCES
|
|
Tech Populism, Green IT, And The Millennials Propel Serious Games Forward
The Serious Games Market Heats Up
Vendors Must Address Five Questions To Ensure Industry Growth
Serious Game Potential Will Be Unlocked In The Next Seven Years
recommendations
Gentle Guidance And Patience Are The Order Of The Day
WHAT IT MEANS
Interactive Experiences Will Forever Change How Work Is Done
Supplemental Material
|
Forrester interviewed 28 vendor and user companies, including Blitz Games Studios, BreakAway, Cisco Systems, Digitalmill, Duke University Medical Center, Forterra Systems, Hilton Garden Inn, HopeLab, IBM, ImpactGames, Johnson & Johnson, Philips, PIXELearning, Red Knight Learning Systems, Seriosity, Serious Games Interactive, Virtual Heroes, and Zombie.
Related Research Documents
Web3D: The Next Major Internet Wave
April 18, 2008
Getting Real Work Done In Virtual Worlds
January 7, 2008 |
Find Documents In Related Categories |
|
This document falls under the following categories. Click on a link below to find similar documents.
| Analyst: |
Paul Jackson, TJ Keitt |
| Technology: |
Customer Experience, eLearning, Information & Knowledge Management, Interactive Marketing, IT Adoption, IT Spending & Budgeting, Marketing & Advertising, Social Computing & Web 2.0 |
| Industry: |
Aerospace & Defense, Computer Software Industry, Consumer Media & Entertainment, Education, Gaming, Healthcare & Life Sciences, High-Tech, Media & Entertainment, Product & Solutions Strategies |
| Geography: |
Asia Pacific, Europe, North America |
|
|
|