Modern computer gaming technologies initially provided low-end capabilities for a small niche within the simulation industry. However, over time they improved to the point where they became more powerful than many of the established tools in the field. This disruption is following the well-established innovation model that was put forward by Harvard professor Clayton Christensen. Game technologies provide significant advantages in industries like training, education, communication, and data analysis. The disruptive potential of these technologies will spur the growth of new types of companies and threaten the positions of established leaders in a number of industries.
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