Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses CompeteHarvard Business Press, 2009 - 274 Can the workplace be redesigned to include avatars, three-dimensional environments, and a host of virtual rewards that form newly transparent reputations for you and your team? This grounded and thought-provoking book by Byron Reeves and Leighton Read argues that it is not only possible, it is inevitable. Massive multiplayer online games (MMOs) are a new cultural phenomenon at the intersection of electronic entertainment and social networking. Borrowing the key design principles from these games can address a host of classic challenges in the workplace including collaboration, innovation, leadership, and of course, boredom. No longer the sole domain of adolescent boys, today's best complex social games capture countless of hours of attention from men and women across the age spectrum who are carrying out activities in these entertainment titles that look surprisingly like the same tasks being performed by enterprise information-workers. There is a lot to be learned from the context that makes this behavior engaging, for example: positioning tasks within compelling stories that matter to the player, providing the tools for internal marketplaces where economic behavior replaces command and control, and affordances that help solve the problem of "what do I get when we win" Reeves and Read show how to choose and implement the right elements for your business. Of course, the psychological power of game design 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 powerful antidotes to the addictive and stress-inducing potential of games. Supported by specific case studies and years of research, Total Engagement completely changes the way you view both work and play. |
Spis treści
Introduction | 1 |
The Game Tsunami | 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: How Games and Virtual Worlds Are Changing 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 brain challenges chapter character collaboration communication Counter-Strike create e-mail economy Edward Castronova effects emotional engagement 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 Mihaly Csikszentmihalyi 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 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
