SlideShare a Scribd company logo
“GAMES ARE FUN. WORK
SHOULDN’T BE FUN.”
WORK CAN BE FUN AND PRODUCTIVE
Unhappy workers outnumber happy workers 2 to
1 worldwide (Gallup)
“Not only did employees report being in better moods
and more engaged in their work, they also performed
better on the job (University of Florida study)
Companies that meet the criterion of a “psychologically
healthy workplace” - improved work quality and
productivity, lower absenteeism, presenteeism, less
turnover, and better customer service ratings. (APA)
“GAMES ARE TOO
EXPENSIVE”
$
PERCEPTION OF CONSOLE
GAMES
Learning games’ main objective is to teach. Less
emphasis on selling games, and therefore
costly elements like graphics, complex levels,
audio effects, physics.
Good training is an investment in employees.
Know how to measure success and link it to
training costs.
Bottom line: Many factors go into the cost of any
project. Learning games can (but do not have to
be) expensive.
“GAMES ARE A WASTE
OF TIME”
GAMES ARE POWERFUL TEACHING
TOOLS
Learning games are not Farmville or Candy Crush;
the game is a vessel for delivering content in an
engaging way and allowing for exploration,
problem-solving, and practice – the types of
behavior that lead to learning.
Games map well to many instruction principles:
constructivism, situated/experiential learning,
providing scaffolding, and flow. They promote
real learning, not just a distraction or novelty.
LEARNING GAMES ARE FOR
CHILDREN, NOT ADULTS
GAMERS ARE A DIVERSE CROWD
59% of Americans play video games
32% are 18-35 years old
39% are 36 or older
AND SO ARE ONLINE GAMES
30% play casual/social games
28% play puzzle, board, trivia, game show, card
games
24% play role-play, strategy, action, sports games
11% play persistent multiplayer universe games
Many beliefs about learning games
have more to do with perception
than reality.
Interested in learning more about game-based
learning for businesses? Subscribe to our blog
at roninsc.com/blog.

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4 Common Objections to Game-Based Learning (And Why They're Wrong!)

  • 1.
  • 2. “GAMES ARE FUN. WORK SHOULDN’T BE FUN.”
  • 3. WORK CAN BE FUN AND PRODUCTIVE Unhappy workers outnumber happy workers 2 to 1 worldwide (Gallup) “Not only did employees report being in better moods and more engaged in their work, they also performed better on the job (University of Florida study) Companies that meet the criterion of a “psychologically healthy workplace” - improved work quality and productivity, lower absenteeism, presenteeism, less turnover, and better customer service ratings. (APA)
  • 5. PERCEPTION OF CONSOLE GAMES Learning games’ main objective is to teach. Less emphasis on selling games, and therefore costly elements like graphics, complex levels, audio effects, physics. Good training is an investment in employees. Know how to measure success and link it to training costs. Bottom line: Many factors go into the cost of any project. Learning games can (but do not have to be) expensive.
  • 6. “GAMES ARE A WASTE OF TIME”
  • 7. GAMES ARE POWERFUL TEACHING TOOLS Learning games are not Farmville or Candy Crush; the game is a vessel for delivering content in an engaging way and allowing for exploration, problem-solving, and practice – the types of behavior that lead to learning. Games map well to many instruction principles: constructivism, situated/experiential learning, providing scaffolding, and flow. They promote real learning, not just a distraction or novelty.
  • 8. LEARNING GAMES ARE FOR CHILDREN, NOT ADULTS
  • 9. GAMERS ARE A DIVERSE CROWD 59% of Americans play video games 32% are 18-35 years old 39% are 36 or older AND SO ARE ONLINE GAMES 30% play casual/social games 28% play puzzle, board, trivia, game show, card games 24% play role-play, strategy, action, sports games 11% play persistent multiplayer universe games
  • 10. Many beliefs about learning games have more to do with perception than reality. Interested in learning more about game-based learning for businesses? Subscribe to our blog at roninsc.com/blog.