Asia Pacific University Library catalogue


Total engagement : using games and virtual worlds to change the way people work and businesses compete / Byron Reeves, J. Leighton Read.

By: Reeves, Byron, 1949-Contributor(s): Read, J. LeightonMaterial type: TextTextPublication details: Boston, Mass. : Harvard Business Press, c2009Description: x, 274 p. ; 25 cmISBN: 9781422146576 (hbk.)Subject(s): Group games | Group relations training | Teams in the workplace | Play | Work environmentDDC classification: 306.46 LOC classification: HM1086 | .R44 2009
Contents:
Introduction -- 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.
Summary: 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.
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Book HM1086 .R44 2009 c.1 (Browse shelf (Opens below)) 1 Available (No use restrictions) 00021042
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Book HM1086 .R44 2009 c.2 (Browse shelf (Opens below)) 2 Available (No use restrictions) 00021061
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HM1033 .M944 2022 c.1 Social psychology / HM1086 .G76 2004 c.1 Group techniques / HM1086 .R44 2009 c.1 Total engagement : HM1086 .R44 2009 c.2 Total engagement : HM1106 .C48 2000 c.1 50 ways to create great relationships : HM1106 .G65 2006 c.1 Social intelligence : HM1106 .G65 2006 c.1 Social intelligence :

Includes bibliographical references and index.

Introduction -- 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.

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.

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