Gaming and Gender: Video gaming as a catalyst for learning innovation amongst Gen Z women

This post provides some background on the forthcoming CIMR webinar examining to what extent gaming technology can provide a catalyst for adult learning, especially in that hard to reach demographic group termed the “NRS cohort” (DofE 2020) i.e. young adults (GenZ) in insecure employment and often hard-to-reach through formal training and education institutions (NESTA 2020).

Notes on CIMR at the Bloomsbury Festival 2020

Saverio Romeo, Associate Lecturer on Emerging Digital Technologies Innovation and Management at Birkbeck, and Founder, Emerging Technology Observatory, reflects on CIMR’s panel session at the Bloomsbury Festival 2020.