called serious games are making their mark in training. What use are they?
Long regarded as a hobby for bedroom-bound teenage geeks, electronic video games are increasingly being used for corporate training. At training games consultancy Digital 2.0, founder Jude Ower says that the rise in popularity of serious games – as electronic games developed for corporate training have come to be known – has been caused by the convergence of several trends. For example, the widespread use of gaming consoles such as the Nintendo Wii, has introduced the joys of the virtual world to a wider audience, including women and older people. “This, coupled with the increased use of the internet and widespread adoption of e-learning has opened many doors in terms of the acceptance towards serious games,” says Ower. He reckons the global market for serious games is currently around the $2bn (£1bn) mark. Established market Coventry University’s launch of its Serious Games Institute last September is an indication of just how established this market has become. The institute’s direct