Key trends and problems of development of education are examined. The role of gamification in education is shown. Analysis of the market of computer games, VR and AR is made in the field of education, its steady growth justified. Particular attention is given to the computer business games: The essence of computer business game is shown; the segment application and key classification of business games are given. The advantages of the computer business games are founded in shaping the competences of future specialists.
education, gamification, virtual reality, augmented reality, computer business game