Gaming in Corporate Training: Asset or Liability for Employees?
TOPYX LMS
OCTOBER 13, 2016
The question is, “Is engaging in serious games at work an asset or a liability for employees?” Twenty-nine percent of game players are over the age of 50. Forty-two percent of all players are women and women over age 18 are one of the industry’s fastest growing demographics. It is something they engage in at work.
Let's personalize your content