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  • Serious Games: 'People from inside the game industry and many from outside it take a long hard look at the way that technologies are being applied to training and education. They conclude that the videogame industry is, in the main, extremely good at captivating an audience that can quite easily choose to go do something else and spend their money on something else. They then compare that to eLearning, CBT and edutainment and realise that there lies an industry that has a captive audience – employees and students generally have to take the course whether they want to or not – but which is serving up a diatribe of extremely dull, linear and pretty ineffective boreware.'

    September 8, 2009