Game on as trainers make learning fun

Emerald - 2007

Tóm tắt

PurposeThe paper aims to review the latest management developments across the globe and pinpoint practical implications from cutting‐edge research and case studies.Design/methodology/approachThis briefing is prepared by an independent writer, who adds their own impartial comments and places the articles in context.FindingsThe paper finds that, like many scientific advances which have been accompanied by a social slanging match, computer and video games have made a significant contribution to keeping the generation gap as wide as ever.Practical implicationsThe paper provides strategic insights and practical thinking that have influenced some of the world's leading organizations.Originality/valueThe briefing saves busy executives and researchers hours of reading time by selecting only the very best, most pertinent information and presenting it in a condensed and easy‐to digest format.

Từ khóa


Tài liệu tham khảo

Cone, B.D., Irvine, C.E., Thompson, M.F. and Nguyen, T.D. (2007), “A video game for cyber security training and awareness”, Computers & Security, Vol. 26 No. 1, February, pp. 63‐72, ISSN: 0167‐4048.

Davies, S. (2006), “Corporate games”, Quality World, Vol. 32 No. 4, April, pp. 16‐20.

Weinstein, M. (2006), “So happy together”, Training, May, pp. 34‐9.