Dec 19, 2008, By Hilton Collins
The video game market has stormed the U.S. like a commercial juggernaut. PricewaterhouseCoopers, a global professional services and consulting firm, estimates that consumer spending for console and handheld games will reach $11.7 billion in 2012, a noticeable increase over the $8.6 billion in 2007 the firm recorded.
This upturn means that games about shooting, beating and blowing up people are on the rise. But there's a lesser-known game genre whose chief goal is training and educating, rather than entertaining vicariously through digital violence.
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