Leveraging the Popularity of Online Gaming in Corporate Training

Leveraging the Popularity of Online Gaming in Corporate Training

The global e-sports industry has exploded, with revenues from competitive online gaming expected to reach $906 million this year. Meanwhile, the popular game Fortnite has made more than $1 billion since it was released almost a year ago, and the World Health Organization added “gaming disorder” to its International Classification Diseases this summer.

Training professionals have the opportunity to make video games a force for good, though. Especially because many employees may already be playing games at home, serious games, or games used for non-entertainment purposes, can boost learner engagement and outcomes at work.

The Benefits of Video Games