On Thursday the eLearning Guild released their second Immersive Learning Simulation (read: serious games) research report. The important things are the new research results where people who said they were going to be doing ILS show results, a nice piece by Anne Derryberry debunking ILS myths, a practical piece by Kevin Corti looking at implementation, some more great case studies and interviews, and Angela van Barneveld’s updated list of resources and glossary. Disclaimer: it also includes a piece by me about ILS costs, and an unattributed (sigh) game design checklist I developed.
Coupled with the first report, including articles by Mark Oehlert on implementation, Clark Aldrich on the biz case, Jeff Johannigman on game design, and yours truly on ILS design, as well as the initial interviews and case studies, we’re talking a pretty good suite of information. If you’re thinking about serious games/immersive learning simulations (and you should be), you’d be well placed to look at this as a good source of information.
The Guild’s research program, superbly led by Steve Wexler, is a valuable contribution, and is to be lauded. Given the cost (free to Guild members, and associate members who fill out the survey), it’s hard to go wrong with the reports. Yes, it costs to get access to the data, but that’s real business value and it’s appropriate. I know it might seem self-serving to say so, but discounting me, the people on the reports are by and large the right ones, and I’ve seen the detailed work that goes into the surveys. I personally couldn’t say it if I didn’t really mean it; these are really good. Check ’em out!