Who Should Attend

The Only Conference with a Full Track for Every Major Market 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/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, 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

Higher education professors benefit from sessions that describe how other colleges and universities have integrated game development courses into all departments and are running student labs and studios or teaching with games.  K-12 teachers hear from their peers, upgrading their knowledge about the use of games in the classroom and multi-level, game-based learning programs.

 

_VENTURE CAPITAL FIRMS, PUBLISHERS, LARGE GAME COMPANIES

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.

 

_PARENTS, HIGH SCHOOL STUDENTS CONSIDERING GAME DEVELOPMENT

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.