000 02031cam a2200397 a 4500
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008 090918s2009 mau b 001 0 eng
010 _a 2009035808
015 _aGBA930751
_2bnb
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
942 _2ddc
_cBK
999 _c7006
_d7006