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Next Generation Business Application Interfaces: Lessons from Video Games

David Schuff, Temple University

Uchenna Oguekwe, American College of Physicians

Neil Rushi, Temple University

Michael McAghon, Intuitive Company

Paul Nuschke, Empathy Lab

January 2012

Video games are changing the ways in which we interact with technology such as the motion-sensing Wii Remote and Xbox 360’s Kinect and Playstation Move. Video games have also led the way in group collaboration, achieving a level of sophistication not often seen within companies. Games such as Call of Duty series and World of Warcraft allow users to play together. The attention these games demand is incredible – in its first week, Halo: Reach accounted for 5,901 person-years of online game play. From a usability perspective, business applications users are faced with many of the same issues as those that face gamers.  The next generation of corporate employees, having grown up using iPhones and Playstations, will have a different set of expectations regarding software usability. Yet, few gaming innovations have made inroads into mainstream business applications. This report will illustrate a set of best practices based on lessons learned from an analysis of 29 video games.

Few gaming innovations have made inroads into mainstream business applications.

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© 2012 The IBIT Report, Institute for Business and Information Technology, Fox School of Business, Temple University, Philadelphia, PA 19122, USA. All rights reserved. ISSN 1938-1271.

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