More than any other, the “millennial” generation that is coming into the workforce has been raised on games. From “Grand Theft Auto” to “Mario Kart”, from “World of Warcraft” to “Gears of War,” members of this cohort eat, sleep, live and breathe games of all kinds. Gen Xers can game with the best of them too, having grown up on classics such as “Pac-Man,” “Q*Bert” and “Asteroids.” And a few baby boomers also have caught on to video games, although generally not to the extent that the successive generations have.
Gaming truly has become an industry — and not just in terms of video games. Indeed, billions of dollars in profits have been generated through games of chance found in casinos all over the country. In particular, Texas Hold ’Em poker has caught on not only as a popular card game but also as a spectator sport of sorts.
With games associated so closely with leisure, it’s not hard to understand why people who run training programs might not immediately consider them as a tool for study. After all, games are just diversionary and can’t convey much in the way of meaningful knowledge, right?
Not so. While no educational strategy should rest entirely on games, these platforms can bring a lot to the training table. For one thing, they’re an engaging and fun way to transmit information. What’s more, younger professionals are beginning to expect and even demand these kinds of training experiences. Because of their backgrounds, they…
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