Following my prior post Serious Games: The New Medical Practice , dated September 7, 2010, when medical students reported highly positive attitudes about the use of Serious Games for their education, I believe there is now anecdotal evidence that Medical Games may be one of the first Serious Games segments to Cross the Chasm between early adopters and early majority, paving the way for disruptive innovation in Medical Education. Crossing the Chasm (1991, revised 1999), is a marketing book by Geoffrey A. Moore that focuses on the specifics of marketing high tech products during the early start up period. Moore's exploration and expansion of the diffusions of innovations model has had a significant and lasting impact on high tech entrepreneurship. In 2006, Tom Byers, Faculty Director of Stanford Technology Ventures Program, described it as "still the bible for entrepreneurial marketing 15 years later”. In Crossing the Chasm , Moore begins with the diffusion of innovat
DIGGING UP THE BEST OF SERIOUS GAMES & SIMULATIONS MARKET AND EXPLORING THE SUCCESSFUL USE OF GAME-BASED LEARNING