Related Our Purpose

The Solution

"Video games represent a process... that leads to better and better designs for good learning and, indeed, good learning of hard and challenging things."

–James Paul Gee, PhD. "What Video Games have to Teach us about Learning and Literacy"
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Up-Skilling

"...E-learning is not facilitating the up-skilling of employees, but is rather contributing to the non-training of the workforce... after all the hype... we now find that e-learning does not deliever the value for the money invested."

–Bertrand Dory "e-Mentor"
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Semiotic Technologies provides a safe, adaptable, virtual environment for individualized education and training.

Typically scoffed at, training time is faulted for methods that are neither engaging nor effective.

We use the power of interactive game technology to significantly increase decision making skill and magnify content retention in the light of real-world scenarios and pressure.

New Generation, New Revolution

Today we work with a new generation of learner and performance expectations. Faster. Smarter. Global. Interactive. Whether the corporate office or the high school classroom, big box outlet or downtown boutique, it is a world of rapid change, instant communication and tremendous competitive challenge.

We all know the press given to electronic games: hours “wasted,” evil sanctioned, revenue twice the film industry, an age demographic between 15 and 35. There is little doubt about the impact of the new age of digital games. Could that power not be turned to positively impact the workplace ?