Advanced visualisation technologies differ from gaming technologies. They don’t have the ability for feedback or input, relying solely on watch and look for interpretation or re-enactment. This creates new challenges like frame rate, speed or flow for animations, camera rigging, real time render engines and photorealism, illustration details like annotations, technical drawings, and graphics design. These challenges alter the stakeholders slightly compared to gaming technologies, creating a collaboration between 3D modelling, product and graphic designers, training providers, teachers, software providers, financial management and the student.

Now that we have a better understanding of each digital technology, how can these technologies revolutionise pedagogy, into an andragogy approach of education and learning?