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Learning the WoW factor: How virtual learning environments can get real

Development and Learning in Organizations

ISSN: 1477-7282

Article publication date: 27 April 2010

664

Abstract

Purpose

Reviews the latest management developments across the globe and pinpoints practical implications from cutting‐edge research and case studies.

Design/methodology/approach

This briefing is prepared by an independent writer who adds their own impartial comments and places the articles in context.

Findings

Tolkein has a lot to answer for. While his millions of devotees still consume his books, films and other spin‐offs with the appetite of a hungry Orc, many more millions are left cold by the elves, wizards and hobbits that filled his imagination. His brand of fantasy has inspired yet more characters and worlds, but not all are the sole preserve of pale teenagers who spend too much time indoors. Gaming has taken these worlds not only into the dimension of internet gaming, but also virtual learning environments (VLEs).

Practical implications

Provides strategic insights and practical thinking that have influenced some of the world's leading organizations.

Originality/value

The briefing saves busy executives and researchers hours of reading time by selecting only the very best, most pertinent information and presenting it in a condensed and easy‐to‐digest format.

Keywords

Citation

(2010), "Learning the WoW factor: How virtual learning environments can get real", Development and Learning in Organizations, Vol. 24 No. 3, pp. 21-23. https://doi.org/10.1108/14777281011037263

Publisher

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Emerald Group Publishing Limited

Copyright © 2010, Emerald Group Publishing Limited

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