Total Engagement: How Games and Virtual Worlds Are Changing the Way People Work and Businesses CompeteHarvard Business Press, 3 nov 2009 - 288 pagina's Can the workplace be more productive by including avatars, three-dimensional environments, and participant-driven outcomes? This grounded and thought-provoking book by Byron Reeves and Leighton Read proves that it is not only possible, it is inevitable. Implementing components of multiplayer computer games in the workplace will address a host of age-old problems. Games can not only stem boredom and decrease turnover, but also enhancee collaboration and encourage creative leadership. Games require extraordinary teamwork, elaborate data analysis and strategy, recruitment and retention of top players, and quick decision making. Recreating some elements of games - such as positioning tasks within stories, creating internal economies, and implementing participant-driven communication systems - can not only boost employee engagement but overall productivity. Of course, the 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. Supported by specific case studies and years of research, Total Engagement will completely change the way you view both work and play. |
Inhoudsopgave
1 | |
17 | |
Work Sucks | 35 |
Ten Ingredients of Great Games | 61 |
Virtual People | 91 |
Virtual Money | 111 |
Virtual Teams | 129 |
Virtual Leaders | 151 |
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Total Engagement: Using Games and Virtual Worlds to Change the Way People ... Byron Reeves,J. Leighton Read Gedeeltelijke weergave - 2009 |
Veelvoorkomende woorden en zinsdelen
action activities allow apply attention avatars behavior better challenges chapter character collaboration communication create currency describe develop discussion economy effects emotional engagement environment especially example expectations experience feel gamers give goals guild happens hard human ideas important increase individual interactions interesting involve it’s keep leader leadership learning less look mean meeting motivation move narrative objects offer organization participate performance play players possible powerful practice presented problems productivity psychology raid reputation requires responses result rewards role rules screen sense serious skills social story success task there’s things tion trading true virtual virtual worlds workers