Total Engagement: How Games and Virtual Worlds Are Changing the Way People Work and Businesses CompeteHarvard Business Press, 3 lis 2009 - 288 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. |
Spis treści
1 | |
17 | |
Work Sucks | 35 |
Ten Ingredients of Great Games | 61 |
Virtual People | 91 |
Virtual Money | 111 |
Virtual Teams | 129 |
Virtual Leaders | 151 |
Play Is Not the Opposite of Work | 173 |
Caught Between Fact and Fiction | 191 |
Danger | 213 |
Tactics for Change | 227 |
Notes | 241 |
261 | |
About the Authors | 273 |
Inne wydania - Wyświetl wszystko
Total Engagement: Using Games and Virtual Worlds to Change the Way People ... Byron Reeves,J. Leighton Read Ograniczony podgląd - 2009 |
Kluczowe wyrazy i wyrażenia
action activities apply arousal avatars behavior better Blizzard Entertainment boss challenges chapter character collaboration communication Counter-Strike create e-mail economy Edward Castronova effects emotional engagement enterprise entertainment evaluation EVE Online example experience feedback game design game play gamers gender goals guild leader Helen ideas important increase ingredients interactions interesting interface leadership learning look meeting mirror neurons motivation multiplayer games narrative Nick Yee organization participate performance players prediction markets problem productivity psychology raid leader real world reputation responses rewards role role-playing game screen sensemaking serious skills social Star Wars Galaxies story strategy success synthetic currency task There’s things tion trading Video Games Virtual Environments virtual worlds websites what’s workers workplace World of Warcraft