In an article for inverse.com, Sarah Sloat draws attention to how serious gaming is becoming a serious business.
In the article, the comparison is drawn between how television began to be used in the late 1960s as a means of disseminating knowledge and how video games are now taking the spotlight as being a medium through which serious pursuits like training and research can be improved.
The immersive nature of the medium means that the user’s focus is completely in the subject matter – a state of being that is rarely encountered in traditional classroom training methods, for example. But the potential for future implementations that could help shape significant change in society has already begun.
The article can be read in full at inverse.com by clicking here.