The play's the thing.
The article considers alternative uses of video games in which the virtual reality technology used in such games is applied to real world purposes. The video game company Codemasters, which creates automobile racing games, is among the examples cited, as its computer simulation software was used by...
| Published in: | Economist Vol. 401; no. 8763; pp. 10 - 12 |
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| Format: | Article |
| Published: |
Economist Newspaper Limited
12/10/2011
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| Online Access: | View this record in EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=69629281&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 69629281 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 00130613 ECO jtl: Economist issn: 00130613 maglogo: N pubinfo: dt: 12/10/2011 vid: 401 iid: 8763 pid: 161 pub: Economist Newspaper Limited artinfo: ui: 69629281 ppf: 10 ppct: 2 formats: tig: atl: The play's the thing. aug: su: Virtual reality Computer simulation Video games Simulation methods & models Mass media industry sug: subj: Virtual reality Computer simulation Video games Simulation methods & models Mass media industry ab: The article considers alternative uses of video games in which the virtual reality technology used in such games is applied to real world purposes. The video game company Codemasters, which creates automobile racing games, is among the examples cited, as its computer simulation software was used by Grand Prix racing drivers as a form of training before racing on a new racetrack. So-called "gamification" in which principles of game playing are applied to business operations is examined. pubtype: Periodical doctype: Article src: R language: English refInfo: copyright: @attributes: flag: Y dt: @attributes: year: 2011 holdings: @attributes: islocal: N |
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