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Friday, February 05, 2016

Serious Games Industry News

 Newly referenced:   Useful read.

" ... We believe that the current growth of the gamification and serious gaming market is about to accelerate for the following reasons:

The Digital Generation which will represent 75% of the workforce by 2025 is used to spending time on play-based activity. With an average age of 27 and an almost equal split between women and men, players are already working in your company.

The play platform is no longer the console but the PC and the smartphone – both part of work environment. ... "  

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