Harnessing Computer Games in Education.pdf (Objet application/pdf) - 0 views
jeux_videos_et_geographie.pdf (Objet application/pdf) - 0 views
Learning Games for Change | Serious Games for Social Change - 0 views
ThinkBalm publishes business value study « ThinkBalm: Immersive Internet insi... - 0 views
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Nearly 30% of survey respondents (19 of 66) said their organization recouped their investment in immersive technologies in less than nine months, once their project(s) launched.
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The top motivations for investment in immersive technology in 2008 /1Q 2009 were enabling people in disparate locations to spend time together, increased innovation, and cost savings or avoidance.
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Early implementers are choosing the simplest use cases first. The most common were learning and training (80%, or 53 of 66 respondents focused on this use case) and meetings (76%, or 50 of 66 respondents). Some intend to take on more complex use cases in 2010 or 2011.
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PIP_Teens_Games_and_Civics_Report_FINAL.pdf (Objet application/pdf) - 0 views
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