subject: Games are becoming crucial learning tools [print this page] The computer games industry is no longer solely the domain of interactive entertainment . They now exist for health, science, defence , education, and social change and over 48% of games are women. These games are part of corporate offices, classrooms in schools , doctor's clinics and factories. Business, governments and educators across the board are realising that computer game technologies have the potential of providing fully personalised, responsive and enjoyable learning experiences which can assist learners' creativity and innovation, develop strategic and collaborative skills, and allow for hypothesis testing as well as direct and immediate feedback. And while the market for entertainment games is relatively mature, training, education, pedagogical, and serious games-based learning is growing at ten times the rate of the conventional video games industry. All that is needed is for game-based applications to grab just one to two % of the multi-trillion dollar global education and training market. With more and more people growing up immersed in video games, interactive training is second nature and more efficient than many traditional educational methods.