There has been a resurgence of board games in the age of digitization. What is driving this change of demand in Board Games (Hi-Touch) as Digital Games (Hi-Tech) continue to soar in demand? Within corporate learning a new class of serious games is emerging, one that combines the benefits of Hi-Touch & Hi-Tech. With further infusion of gamification science, can learning evolve beyond digital and experiential into Habitual Learning?
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