Why serious games & interactive media?
Serious games and interactive media are increasingly used for education and training for the improvement of business or communication. Serious games are tools that use interactive digital media to train people, raise awareness, encourage behavioural change and explain complex processes.
The use of interactive media-rich information is becoming increasingly important in this communication society where a message needs to be send to people who are diverse in background and knowledge. Communication has become faster, more interactive and more transparent.
Thanks to the digitalization of our society we have different tools we can use. From simulations using 3D engines, casual games for marketing purposes, games for changes, social media for campaigns. xmediaworks selects the right tool, for the right context.
hybrid gaming: a ‘virtual’ layer for a learning environment.
“It takes a village to raise a child.” A child learns by watching and repeating the actions of others such as parents, siblings and friends. A student can’t just learn behind a computer screen. He or she also needs to be with pears in the workplace or classroom.
Interaction among students is a powerful educational tool. The game should support this process. Learning is enriched with triggers in the virtual space engaging to interact, discuss and exchange knowledge.
With the development in mobile communications (smart phones and tablets like the iPad) it is possible to add a virtual layer to the actual learning environment. The game as a trigger for awareness, knowledge and change in attitude.
multi-disciplinary teams – technique, creativity and business
xmediaworks has many years of experience in the development of serious games and interactive products for business, education and government organizations.
She has gathered extensive knowledge on the functioning of the media in different contexts, for different audiences and with different technologies.
Serious games are often a custom solution, making use of existing and new technologies, games and educational concepts.

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