Beginning with touchscreens and web solutions in the early stages of this field, Games, eLearning, Infotainment and Edutainment have progressed to mobile and tablet devices, as well as interactive platforms such as virtual reality (VR) and augmented reality (AR).
These applications are useful in a variety of real-world environments, such as museums, enterprises, theme parks, healthcare, and events. Typically they are used as quizzes, tests, and exams, 3D games, and simulators, value chain validators, touchscreen apps, augmented reality, virtual reality, and many other interactive outputs. The purpose of those developments are diverse, either for promotional purposes (marketing) or simply informative (infotainment) they also can be educational (edutainment, eLearning). With a higher retention rate of information and memorization than traditional mediums, their uses in marketing, education, and training are limitless and break the language challenges commonly found in passive learning methods. In the corporate environment, the use of such an approach is becoming more and more popular for induction programs, training, knowledge validation, professional development, HSE training, CSR activities and much more.