Who Should Attend The Only Conference with a Full Track for Every Major Application for Serious Games
_CORPORATE LEARNING OFFICERS, TRAINING SUPERVISORS, CONSULTANTS
Companies are using games everywhere in the organization, to evaluate candidates and to train every level of employee from the corporate office to the warehouse — as well as identify top managers and implement corporate messages. At SPC, learn how to create, evaluate and select the right products for your organization or clients, and how to use the data collected from gamification programs.
_GOVERNMENT and MILITARY TRAINING OFFICERS, CONTRACTORS
Get tips from program heads responsible for military training and development as well as an undersanding about how local governments use games and sims for employee training as well as emergency/first responder education.
_mEDICAL, NURSING, PHARMACEUTICAL SCHOOL FACULTY and students, HEALTHCARE company TRAINing professionals
Training program leads interested in updating their knowledge about game-based learning and data collection analysis can hear from the top developers and consultants in the field. Speakers will share what they’ve learned creating game-based learning for everything from student and professional training and re-certification to patient education and rehabilitation.
_INSTRUCTIONAL/curriculum DESIGNERS/serious game DEVELOPERS
Hear from the most experienced instructional designers and developers, sharing what they have learned creating games for all the major markets for game-based learning. Learn which technologies speed game development or work for various types of training. Network with peers. Exhibit. Get exposure for your products.
_EDUCATORS at all levels: University, College, K12; Instructors, Tech Support, Librarians teaching, creating or Using GAMES
Faculty benefit from sessions that describe how other universities or colleges are teaching game design and development as a career option — or are interested in learning how games are bring into courses in nearly every subject in the university. K-12 teachers hear from peers, who explain how they use of games in the classroom.
_PARENTS, college and HIGH SCHOOL STUDENTS pursuing or CONSIDERING GAME DEVELOPMENT careers
In recent years, parents, with their sons and daughters in tow, have found it valuable to register for serious play conference. Young people growing up with games who then develop an interest in stem subjects may find creating educational games a better career choice. The industry is growing at a CAGR of 34% a year.
_HARDWARE AND SOFTWARE COMPANIES PUBLISHERS, INVESTORS
Hardware and software companies expose their products to this vibrant market. Publishers can find authors and sell their books. Investors wishing to understand the efficacy, revenue potential and future of serious games can hear from market researchers, identify promising start-ups and novel products and talk directly to CEOs in this fast-growing field.