| 000 | 02031cam a2200397 a 4500 | ||
|---|---|---|---|
| 001 | 15912787 | ||
| 003 | BD-ChPU | ||
| 005 | 20240428120551.0 | ||
| 008 | 090918s2009 mau b 001 0 eng | ||
| 010 | _a 2009035808 | ||
| 015 | 
_aGBA930751 _2bnb  | 
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| 016 | 7 | 
_a014937782 _2Uk  | 
|
| 020 | _a9781422146576 (hardcover : alk. paper) | ||
| 020 | _a142214657X (hardcover : alk. paper) | ||
| 035 | _a(OCoLC)ocn439893838 | ||
| 040 | 
_aDLC _cDLC _dC#P _dUPZ _dCDX _dUKM _dBD-ChPU _dDLC _beng  | 
||
| 050 | 0 | 0 | 
_aHM1086 _bR44 2009  | 
| 082 | 0 | 0 | 
_a303.48/33 R322t 2009 _222  | 
| 100 | 1 | 
_aReeves, Byron, _d1949-  | 
|
| 245 | 1 | 0 | 
_aTotal engagement : _busing games and virtual worlds to change the way people work and businesses compete / _cByron Reeves, J. Leighton Read.  | 
| 260 | 
_aBoston, Mass. : _bHarvard Business Press, _c2009.  | 
||
| 300 | 
_ax, 274 pages ; _c25 cm.  | 
||
| 504 | _aIncludes bibliographical references and index. | ||
| 505 | 0 | _aIntroduction -- The game tsunami : who plays, how much, and why -- "Work sucks" : corporate problems that games might solve -- Ten ingredients of great games -- Virtual people -- Virtual money -- Virtual teams -- Virtual leaders -- Play is not the opposite of work -- Caught between fact and fiction -- Danger -- Tactics for change. | |
| 520 | _aThe strong psychological power of games can have both positive and negative consequences for the workplace. That's why it's important to put them into practice correctly from the beginning--and Reeves and Read explain how by showing which good design principles are a powerful antidote to the addictive and stress-inducing potential of games. | ||
| 526 | _aSocial Sciences | ||
| 650 | 0 | _aGroup games. | |
| 650 | 0 | _aGroup relations training. | |
| 650 | 0 | _aTeams in the workplace. | |
| 650 | 0 | _aPlay. | |
| 650 | 0 | _aWork environment. | |
| 700 | 1 | _aRead, J. Leighton. | |
| 906 | 
_a7 _bcbc _corignew _d1 _eecip _f20 _gy-gencatlg  | 
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| 942 | 
_2ddc _cBK  | 
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| 999 | 
_c7006 _d7006  | 
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