Video games are driving a LOT of the innovation in video, virtual reality, and collaboration technologies today. 

The technology driving the improvements in gaming experience is already having an incredibly positive effect in corporate environments. It’s an untapped market. Goldman Sachs predicts, by 2025 the augmented reality market will grow to rival the size of today’s personal computer market. Or, around $80 billion. 

Ultra High Definition interfaces can provide immersive, lifelike environments. It’s the same technology car makers use for their Computer Aided Designs. Using simulators programmed with real-world physics, coupled with graphics and landscapes now being seen in video games, they can test cars against different conditions. Before they actually test the car in various conditions.

Multiple examples of gamification exist in enterprises.

Nike uses data and gamification to sense-check future business scenarios. Google used gamification to help employees lower their travel costs. Many businesses are adopting gamification for training purposes and scenario planning.

Gaming could well be the future of learning. Cisco Systems has implemented a game-based learning program to help employees. Deloitte has introduced gaming methodology into training modules for Senior Management. Microsoft bought Minecraft, and announced the launch of Minecraft Education Edition.

And the way we’re using computers is changing. Handsets, hardware and software are all becoming easier to use.

Studies into Human Computer Interaction at the University of Tasmania have looked at development of multimedia and web-based applications with respect to principles of human-computer interface design.

And the University of Tasmania has a Human Interface Laboratory, one of just three such facilities in the WORLD, making it an ideal place to learn how gaming is changing the world.

The one thing that is clear? Gaming is not going anywhere, anytime soon.

The only thing we need to do is understand how we can use the concepts behind gaming to our advantage, and that understanding starts with studying games and creative technology at the University of Tasmania