In our calendar, this October 26 is marked as the most important day of the year: we have just launched the first simulator on the development of customer service skills in the market at the Gamelearn Special Event.
Welcome to the future. Welcome to ‘2100’
In Gamelearn, we have brought together more than 400 HR managers from large international corporations in an exclusive première launch of our new super production: ‘2100’. The fourth serious game of the company is set in the future and has been designed with the goal of becoming the most effective tool for the development of customer service skills.
In the Teatros del Canal Madrid, our CEO Ibrahim Jabary, awarded as ‘Innovator of the Year’ by eLearning! Media Group, has been in charge of presenting Gamelearn’s new super production. With its arrival, Gamelearn’s platform presents one of the most comprehensive catalogs of competencies and skills in the industry.
In ‘2100’, students will travel to the future to take control of a great international corporation. Their ability to assist, listen to and solve customer problems will determine their success or failure.
The video game maintains the 3D design of the latest Gamelearn’s productions, but arrives with a new change highly demanded by our customers: customizable content. This way, companies implementing it can adapt it to their corporate messages.
‘2100’ joins the most awarded game-based learning training platform in the world. This was reaffirmed by Ibrahim Jabary in the Gamelearn Special Event, highlighting the wide range of professional skills and abilities available in a platform accessible for any company.
The launch of ‘2100’ became yet another opportunity to corroborate the good moment that video game training is experiencing. And it is no wonder if we take into account the good results obtained in more than 1,000 customers from more than 50 countries around the world:
- 97% of the more than 200.000 trained students state that the content is applicable.
- 92% recommends game-based learning.
- 93% of participants complete the training, as opposed to the results offered by e-learning: only 30% of the students who start an online course finish it.
In this way, our new video game on customer service (‘2100’) arrives ready to prove that game-based learning is the trend with the highest growth rate, as confirmed by the latest study by Ambient Insight.
And the best example is Gamelearn. We continue to grow (we already have fifty employees and four offices in USA, UK, Mexico and Peru), and ‘2100’ confirms, as Ibrahim Jabary explained this October 26, that the development of ‘soft skills’ is a reality increasingly in demand in corporate training strategies of large companies around the world.