For Vendor Strategy Professionals (Length: 25 pages)

August 19, 2008

It's Time To Take Games Seriously

Video Games Provide An Effective Way To Reach Customers And Employees

by 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.

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TABLE OF CONTENTS

NOTES & RESOURCES

itemTech Populism, Green IT, And The Millennials Propel Serious Games Forward

itemThe Serious Games Market Heats Up

itemVendors Must Address Five Questions To Ensure Industry Growth

itemSerious Game Potential Will Be Unlocked In The Next Seven Years

recommendations

itemGentle Guidance And Patience Are The Order Of The Day

WHAT IT MEANS

itemInteractive Experiences Will Forever Change How Work Is Done

itemSupplemental 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.

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Find Documents In Related Categories

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Analyst: Paul Jackson, TJ Keitt
Technology: B2B Sales & Marketing, Customer Experience, Information & Knowledge Management, Interactive Marketing, IT Adoption, IT Spending & Budgeting, Learning Strategy, Marketing & Advertising, Product & Solutions Strategies, Social Computing & Web 2.0
Industry: Aerospace & Defense, Computer Software Industry, Consumer Media & Entertainment, Education, Gaming, Healthcare & Life Sciences, High-Tech, Media & Entertainment
Geography: Asia Pacific, Europe, North America

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Ratings and Comments
Rating: 9 out of 10
based on 6 ratings across all roles.
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