Game on as trainers make learning fun: Virtual world extends the attention span
Abstract
Purpose
The paper aims to review the latest management developments across the globe and pinpoint practical implications from cutting‐edge research and case studies.
Design/methodology/approach
This briefing is prepared by an independent writer, who adds their own impartial comments and places the articles in context.
Findings
The 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 implications
The paper provides strategic insights and practical thinking that have influenced some of the world's leading organizations.
Originality/value
The 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.
Keywords
Citation
(2007), "Game on as trainers make learning fun: Virtual world extends the attention span", Development and Learning in Organizations, Vol. 21 No. 5, pp. 27-29. https://doi.org/10.1108/14777280710779472
Publisher
:Emerald Group Publishing Limited
Copyright © 2007, Emerald Group Publishing Limited