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Corporate Learning Games in Europe: Market Challenges & Opportunities for Serious Games Used in Learning to 2012, Published March 2007

Now Only £39 + vat. Purchase online now.

Usual price £599 + vat

Purchase through PayPal (note you do not need a PayPal account to buy this as PayPal accepts most credit cards). We will send the report on in PDF format. Please ensure you supply an email address. Free sample of this report is available

Publisher: Apply Group Ltd. Supporters: angils and elearning network - Analysts: Martine Parry & Vaughan Waller 51 tables & charts / 176 pages (pdf). Available formats: PDF: Full-price £399.00 + vat. All prices quoted exclude VAT @ 15%. EU countries ONLY are exempt if they provide their VAT number.

Synopsis: Serious games is now becoming a well-known term, but

  • How does it translate and what does it mean for the learning community?
  • What is the impact of this new approach on organisational learning and where is it best applied?
  • Who are the innovators and in which territories - and how is the market shaping up?
  • Are games developers and tools providers the new wave of learning suppliers?

Everyone in the extended value chain: from corporation to supplier, via investors and tools providers is asking these questions and more specifically:

  • Why are corporations adopting learning games and what are the benefits for corporations and opportunities for suppliers?
  • Which training needs are suited to games-based learning and what are the benefits and costs?
  • What are the market threats and challenges to adoption and commissioning? Who are the market innovators and where are they based?
  • How aligned are the suppliers with their corporate training client needs?
  • What is the ideal scenario that corporations portray to commission learning games: ideal shape of a learning game, ideal market shape and identified training applications?
  • What are the market drivers and dynamics? How will existing learning suppliers react to all of this? What is the likely supply chain going to be by 2012?

This seminal and independent market research report provides answers to these questions and more.

 

Apply Serious Games Audio CD 2008

Now Only £79 + vat. Purchase online now.

Usual price £299 + vat.

Purchase through PayPal (note you do not need a PayPal account to buy this as PayPal accepts most credit cards). We will send the proceedings on a CD . Please ensure you supply a mailing address.

PROCEEDINGS - APPLY SERIOUS GAMES CONFERENCE - Chaired by Donald Clark

Opening Address - Professor Richard Bartle, University of Essex

Keynote - Lord David Puttnam of Queensgate - In his role heading the Climate Change Bill, Lord Puttnam will address how serious games, across platforms that include virtual worlds, and convergence of media, platforms and education can meet the understanding and educational needs of climate change.


Session 1: Policy, Engagement, & Action - casual serious games, virtual worlds, Visual Web and ARGs. What is the roadmap ahead? - Chaired by Margaret Robertson

Speakers & panel include:
• Dan Hon, Six to Start
• Gobion Rowlands, Red Redemption

Cultural, policy needs and current affairs are looking for new avenues to bring meaning and awareness to their messages and engage (and educate) their audiences - taking a leaf from the books of games and learning providers.
Learning providers are looking to the media and the entertainment sectors to discover the elusive art of 'digital engagement' and story-telling. What is the roadmap ahead?

Lunch Break MAIN AUDITORIUM TOWN HALL

Gilbert Reveillon, IntraVerse Awards Overview


Session 2: The Learning Revolution - Chaired by Donald Clark

Speakers include:


• Kevin McNulty, Coole Immersive
• Kevin Corti, PIXELearning
• Paul Miller, School of Everything

What direction is learning taking? What do ALL learning suppliers, consumers and fund-holders need to know about immersion, engagement & web 2.0? The mashup has truly arrived.


Session 3: Industry Consultation – Healthcare. Key topics:


• Using virtual worlds for engaging patient groups
• Does improved realism improve decision-making?
• Induction of students in a risk-free medical environment & modeling service delivery
• Health and pain management with games (e.g. ReMission)

Speakers & panel includes:
• Dr Peter Mills, Cigna/ vielife
• Dave Taylor, Senior Researcher in Second Life, Imperial College
• James Kinross, Surgeon, Imperial College
• Dr Pamela M Kato, University Medical Centre, Netherlands & Founding President & CEO of HopeLab

         
 
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