Reaching out to Gamers
Friday, March 14, 2008
We've seen many companies turn to computer games to train employees in many different areas. It's seemingly the new trend to get the attention of the gamer generation.
Deloitte & Touche is reaching even younger to high school students with its Virtual Team Challenge for High Schools (VTCHS) business simulation tool designed by BrandGames.

About 5,500 students from 100 high schools in the U.S. are participating in the program which runs for a month until March 24th. Students work in groups of 4 to plan mock fundraising events for a company. The teams compete to see who can raise the most money, which will result in their high school receiving a grant and a donation to the United Way.
The goal: To train employees on basic business, ethics, financial and decision-making skills.

Students spend about 45-90 minutes at a time in the virtual environment where they take on virtual characters and tackle various business issues. Teachers introduce new themes at the beginning of each week to train students with different challenges. The class is briefed with a lesson prior to each virtual session.

You don't necessarily need computer games to speak to the gamer generation. But ask yourself what is your company doing differently to speak to them?
Deloitte & Touche is reaching even younger to high school students with its Virtual Team Challenge for High Schools (VTCHS) business simulation tool designed by BrandGames.
About 5,500 students from 100 high schools in the U.S. are participating in the program which runs for a month until March 24th. Students work in groups of 4 to plan mock fundraising events for a company. The teams compete to see who can raise the most money, which will result in their high school receiving a grant and a donation to the United Way.
The goal: To train employees on basic business, ethics, financial and decision-making skills.
Students spend about 45-90 minutes at a time in the virtual environment where they take on virtual characters and tackle various business issues. Teachers introduce new themes at the beginning of each week to train students with different challenges. The class is briefed with a lesson prior to each virtual session.
You don't necessarily need computer games to speak to the gamer generation. But ask yourself what is your company doing differently to speak to them?
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