Gaming in Corporate Training: Asset or Liability for Employees?
TOPYX LMS
OCTOBER 13, 2016
In the early 1950’s, computer scientists designed video games for the purpose of aiding research. The 70’s saw a rise in the number of gamers, and in the 80’s, gaming exploded. In the average workplace, gaming in corporate training is becoming more common. The question is, “Is engaging in serious games at work an asset or a liability for employees?” The Average Gamer Is Not a Millennial. Dangers of gaming in corporate training.
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