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2 total messages Started by KC 2.0 --faster than before Mon, 30 May 2005 10:30
News: Gamers are good at business
#78544
Author: KC 2.0 --faster than before
Date: Mon, 30 May 2005 10:30
27 lines
2093 bytes
X-Posted To: CSIPGA

Interesting article in the news recently. -KC


At the Charles Schwab company's call center headquarters in Phoenix, human
resources Vice President Chip Luman has learned a secret about financial
services technology and the employees who operate it: Video game players
often display exceptional business skills.

"The people who play games are into technology, can handle more
information, can synthesize more complex data, solve operational design
problems, lead change and bring organizations through change," said Luman,
38.

He is among a host of professionals -- in fields including business,
medicine and education -- who have noticed a surprising number of social
benefits from the increasing time that Americans are spending with "Super
Mario," "Rise of Nations" and "The Sims."

Moreover, almost all the games they cite are mainstream hits from an
industry that often is vilified as brainless and exploitative. Some of the
games that have the most positive potential are either famously
controversial or rated Mature because of violent or provocative content.

 - 'Video gaming's positive side emerges' by Mike Antonucci
http://www.indystar.com/apps/pbcs.dll/article?AID=/20050522/BUSINESS/505220332/1003
Re: News: Gamers are good at business
#78545
Author: Raymond Martineau
Date: Mon, 30 May 2005 14:20
36 lines
2708 bytes
On Mon, 30 May 2005 00:30:19 -1000, "KC 2.0 --faster than before"
<rightguard@reincarnate.com> wrote:

>
>At the Charles Schwab company's call center headquarters in Phoenix, human
>resources Vice President Chip Luman has learned a secret about financial
>services technology and the employees who operate it: Video game players
>often display exceptional business skills.
>
>"The people who play games are into technology, can handle more
>information, can synthesize more complex data, solve operational design
>problems, lead change and bring organizations through change," said Luman,
>38.

They need to be into technology because most games have trouble working on
anything that deviated from the norm.  

As always, correlation does not mean causation.  I'm sure there's an
example where a person plays lots of games but doesn't know the more
advanced topics about computers (e.g. assembling one).  


>
>Moreover, almost all the games they cite are mainstream hits from an
>industry that often is vilified as brainless and exploitative. Some of the
>games that have the most positive potential are either famously
>controversial or rated Mature because of violent or provocative content.
>

Isn't that the only option available - brainless and exploitative? :)

Still, a small chunk of these mainstream "Mature" games actually have some
sort of plot and require some form of tactics to complete.  The only reason
mainstream games get cited is because they are the most commonly
remembered, and that they usually have some sort of modding capability (to
attract the experienced programmers.)  
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