Decades ago, when the gaming industry was still in its infancy, it was common to see kids spending their time trying their hands out at vintage arcade games like Pac-Man, Space Invaders, and Donkey Kong. Yet, since those heralded days of the 70s, the gaming industry has undergone innumerable iterations and changes. From computer games to console gaming, the future of gaming is more immersive than ever with the advent of virtual reality and the metaverse. However, as the industry has evolved how people game, it has also expanded its utility beyond entertainment.
"Games are more than just tools to pass the time and have fun with your friends. We can find elements of gaming now in other areas of entertainment, digital marketing, the workplace, and lifestyle. But I believe one of the most effective spaces for gamification should be education," says Adrian Gimate-Welsh, founder of a full-service game development studio called TagWizz. Adrian believes gamification is currently underutilized in education, a space he touts could be its most productive area. His company, TagWizz, has supported and collaborated with other video game and business companies, providing services like 2D and 3D art concept and design, development, quality assurance, backend development, and customer support services. The nature of TagWizz's clients is allowing the company expanded opportunities to make games and apps with an educational tilt in mind. Below is a condensed version of an interview I had with Adrian Gimate-Welsh discussing his career, TagWizz, and his ideas about gaming as an academic tool. Rod Berger: Thanks for sitting down with me to talk about your 25 years of work in the gaming industry. Adrian Gimate-Welsh: Good to be here. Berger: I’d like to start by learning more about your life before your career. Help me understand the journey that led to your current pursuits. Full story here
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