Eliane Alhadeff

Serious Games Exploring A Virtual Library Before It Is Built

by: Eliane Alhadeff (via Business & Games)

Santa Clara University's new library building won't be completed until the autumn of 2008. But people on the campus can experience what it might be like inside the building, and offer advice to its designers, by exploring a three-dimensional model of the library in Second Life.

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VOLVO CAR UK: Serious Games Replicating A Real-Life Showroom Experience

via Business and Games blog

Volvo Dealers benefit from groundbreaking Serious Games

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Serious Games Delivering Retail Career Key Messages

by: Eliane Alhadeff (via: Business & Games)

Skillsmart Retail is a genuinely enjoyable game. Although its target audience ranges between 14 to 19 year olds, I've seen some senior retailers and marketers having a great playful time as they go through the various quizzes and game levels.

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BW Special Report: The Power Of (Serious) Gaming

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Serious Games: A Sizeable Market Via SlideShare

by: Eliane Alhadeff (via Business & Games)

After publishing my recent post "Serious Games: A Sizeable Market - Update" late June, I've received quite a few inquiries about the availability of any market report/number crunching for the segment.

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Serious Games For Cultural Preservation

by: Eliane Alhadeff 

Late June, the Coushatta Tribe of Louisiana, located near Elton, announced a partneriship with Red Knight Learning Systems of Dallas to develop innovative digital learning media for their new high tech Coushatta Heritage Center.

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Game Developers chase Serious Games Business Models

by: Eliane Alhadeff 

Via: Mass High tech News

The ideas for Serious Games technology -- from military simulation to personal health care -- are coming quickly for entrepreneurs, but establishing a business model is a different story.

Serious Games challenging us to play a better future

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Serious Games: A Sizeable Market - Update

by: Eliane Alhadeff

In my previous post Serious Games, Serious Money: A Sizeable Market, dated March 12, 2007, I've tried to extrapolate a few "back of the envelope" figures for the actual size of the Serious Games market, departing from PricewaterhouseCoopers' media outlook report 2006 for the video game sector worldwide.   

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New Business Models For Serious Games

by: Eliane Alhadeff (via Business & Games)

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