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The younger generation spends a lot of time gaming, as Hugo mentioned, and this can be used for learning. All speakers agreed that this can be used in a positive way as an opportunity for educational or public awareness. Virtual or Augmented Reality are also technologies which can be highly relevant. Tomas followed up by saying this opportunity should also be used as a tool for further exploration of data usage.  As in many markets, partnerships are very important, and all the presenters are seeking opportunities to explore this further and expand their presence in the gaming market.


Sandra Cabrera Alvarado & Geoff Sawyer