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For Vendor Strategy Professionals
(Length: 25 pages)
August 19, 2008 It's Time To Take Games SeriouslyVideo Games Provide An Effective Way To Reach Customers And Employeesby TJ Keitt, Paul Jackson with Ellen Daley, Erica Driver, Claire Schooley, Shar VanBoskirk, Christina Lee 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-FreeDownload and print PDF immediately. Price: US $1749 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?
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Upcoming Teleconference:
Finding Market Opportunities In Information Workers' Use Of Mobility And Collaboration Applications
Monday, November 30, 2009
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