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Wall Street Journal

"A video game operates at twitch speed when 'your thumbs are going a million miles a minute,' explains Marc Prensky who has been using the phrase to describe how today's younger generation absorbs and uses information. Mr. Prensky created some twitch-speed training games designed to keep younger workers from lapsing into narcolepsy in traditional training sessions."

 

Newsweek

"Prensky has produced a dozen training games for Bankers Trust (and other clients) covering everything from derivatives trading to sexual harassment. They range from simple card games and quizzes to twitch speed extravaganzas modeled on Doom and Quake, the hugely popular PC games ... Prensky's unorthodox methods of teaching young business people the rules of corporate life may soon be coming to a work-place near you."

 

New York Times

"Marc Prensky......has jumped enthusiastically into the new you-can-do-everything-at-once culture of a new generation of employees and says businesses need to embrace it too.

 

Sales and Marketing Management

TRAINING the VIDEO GAME GENERATION
"Some managers might dismiss the idea of learning through play as excessive pandering to a generation raised on Nintendo and MTV. In fact, that was Cernikovsky's (Reuters' vice president of information services) first reaction. But he came around once he saw [Corporate Gameware training games] in action. 'To teach people these days you need to disguise it as a game,' he says. 'Later on, they realize that they've actually learned something.'

Pinder Grewal, a training and development consultant in Reuters' London bureau can attest to that. 'The reaction [from reps] has been very positive,' he says. In fact, the games have been so effective in training the burea's sales staff that Grewal is now customizing versions for help desk employees as well. 'The beauty of [the games] is that you can make them interactive and get people involved with them,' he says. 'They let people learn from each other, and that works very well.' "

 

 

Computerworld

CAN GAMES BE TRAINING TOOLS?
"Ever feel guilty about playing a game of solitaire on your corporate computer? You wouldn't have to if you worked at Bankers Trust New York Corp. In fact, you'd be encouraged to pull out your joystick and even involve co-workers in competitions. That's because the NY-based international bank holding company gas added gameware to its corporate training arsenal."

"Bankers Trust has a population that is skewed young, so we had to consider the cognitive styles of a generation raised on Sesame Sttreet, MTV, action movies, Nintendo and the Internet," said Marc Prensky, head of the banks internal game-design division."

 

MAXIM

HE GOT GAME
"Trying to convince your boss that office Doom tournaments somehow help productivity? Maybe Marc Prensky, founder of Corporate Gameware, can help. He replaces corporate training strategies with something you can get into: video games. 'We simply took corporate policy-based content and formatted it into games,' explains Prensky, who thought up the concept while watching business travelers play laptop solitaire. He's created programs for companies like Reuters and American Express. "

 
Fast Company

VIDEO GAMES AS A WAY OF LIFE
"In the last five years, Prensky's team has created 12 games, complete with jazzy graphics and in-depth tutorials, on everything from derivatives training to diversity in the workplace. The games have been played by more than 1,000 of [Banker's Trust's] 18,000 employees. Modeled loosely on bestsellers such as Doom and Quake, the business games are colorful, fast-paced, and competitive - but not violent.....The bank started using the system to certify its new derivatives employees last January. It plans to adapt it for other uses, from help-desk training to compliance programs in the near future" (Sept. 1998)

 

Human Resources Executive

LEARNING GAME
[Marc Prensky] is the person who developed business videogames styled after the popular Doom and Quake, getting rid of the violence but keeping the excitement first-person motivation. For example, in the new Straight Shooter employees race through a virtual business world of offices, airports and conference centers in New York, London, and Paris. Their challenge is to catch up with clients even as they face down problems. Prospects become clients only if the player provides the right answers to those problems.

 
LEARN 3D CAD - BUT FIRST, SAVE THIS SPACE STATION FROM EVILDOERS
"At games2train.com, a training game isn't a tic-tac-toe template or a roulette wheel. It means an action-packed animated adventure that plays more like the popular videogame DOOM than it does computer-based training. The game [The Monkey Wrench Conspiracy] doesn't look, sound, or feel like training. When users come upon a task, such as blasting through a wall, they get tips and tutorials to appeal to all sorts of learners. For example, in the first level, you find a gun, but the trigger's broken. You must design a new trigger, using the 3D CAD program, to make the gun work so you can shoot bad guys."
 
PLAYING TO WIN
"Business is war. War is hell. And hell - as any dedicated computer game player knows - is the third level of Quake. So why not cut to the chase and play computer games about business? According to some software developers, that is the only logical way to teach the children of Pong skills to survive in the corporate jungle....Prensky's clients, which include IBM and Chase Manhattan, hire him to design specially customized games, such as Straight Shooter!, which sends players on simulated sales calls. Give the right answer to a prospective client and you boost your score - as long as you don't run out of ideas first. The three-dimensional, first person-style world will look familiar to Quake fans, except you're wielding a cell phone, not a rocket launcher."

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