Game Impact Theory: The Five Forces That Are Driving the Adoption of Game Technologies within Multiple Established Industries

Publication Type  Web Article
Year of Publication  2006
Authors  Smith, Roger
Abstract  

The computer gaming industry has begun to export powerful products and technologies
from its initial entertainment roots to a number of “serious” industries. Games are being
adopted for defense, medicine, architecture, education, city planning, and government
applications. Each of these industries is already served by an established family of
companies that typically do not use games or the technologies that support them. The
rapid growth in the power of game technologies and the growing social acceptance of
these technologies has created an environment in which these are displacing other
industry-specific computer hardware and software suites.
This paper puts forward a game impact theory that identifies five specific forces that
compel industries to adopt game technologies for their core products and services. These
five forces are computer hardware costs, game software power, social acceptance, other
industry successes, and native industry experimentation. Together these influence the
degree and rapidity at which game technologies are adopted in a number of industries.
This theory is meant to be useful to managers who must make decisions about adopting,
investigating, or ignoring these new technologies.

Notes  

Published on the Chief Technology Officers Network.

URL  http://www.ctonet.org/documents/SmithR_GameImpactTheory.pdf

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