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 ...
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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.
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Add this copy of Total Engagement: How Games and Virtual Worlds Are to cart. $1.99, very good condition, Sold by ThriftBooks-Reno rated 4.0 out of 5 stars, ships from Reno, NV, UNITED STATES, published 2009 by Harvard Business Review Press.
Add this copy of Total Engagement: How Games and Virtual Worlds Are to cart. $1.99, very good condition, Sold by ThriftBooks-Baltimore rated 4.0 out of 5 stars, ships from Halethorpe, MD, UNITED STATES, published 2009 by Harvard Business Review Press.
Add this copy of Total Engagement: How Games and Virtual Worlds Are to cart. $1.99, fair condition, Sold by ThriftBooks-Baltimore rated 4.0 out of 5 stars, ships from Halethorpe, MD, UNITED STATES, published 2009 by Harvard Business Review Press.
Add this copy of Total Engagement: How Games and Virtual Worlds Are to cart. $4.00, very good condition, Sold by HPB-Movies rated 5.0 out of 5 stars, ships from Dallas, TX, UNITED STATES, published 2009 by Harvard Business Review Press.
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Add this copy of Total Engagement: How Games and Virtual Worlds Are to cart. $14.95, new condition, Sold by BlindHorseBooks rated 5.0 out of 5 stars, ships from Deland, FL, UNITED STATES, published 2009 by Harvard Business Review Press.
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New in New jacket. No Flaws or Blemishes; Gift Quality. This collaboration between a Stanford University professor and a venture capitalist, both geeks at heart, turns out to live up, quite literally, to its title. By engaging their readers via immersion into fictional characters' work and play, Reeves and Read prove points 1 through 857: that games and virtual reality provide the right kind of business platform to solve common corporate people problems. [Booklist]
Add this copy of Total Engagement: How Games and Virtual Worlds Are to cart. $16.99, very good condition, Sold by Brit Books rated 4.0 out of 5 stars, ships from Milton Keynes, BUCKINGHAMSHIRE, UNITED KINGDOM, published 2009 by Harvard Business School Press.
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Very good. Simply Brit – welcome to our online used book store, where affordability meets great quality. Dive into a world of captivating reads without breaking the bank. We take pride in offering a wide selection of used books, from classics to hidden gems, ensuring there's something for every literary palate. All orders are shipped within 24 hours and our lightning fast-delivery within 48 hours coupled with our prompt customer service ensures a smooth journey from ordering to delivery. Discover the joy of reading with us, your trusted source for affordable books that do not compromise on quality.
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This is an ex-library book and may have the usual library/used-book markings inside. This book has hardback covers. In good all round condition. Dust jacket in good condition. Please note the Image in this listing is a stock photo and may not match the covers of the actual item, 600grams, ISBN: 9781422146576.
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New. Sewn binding. Cloth over boards. With dust jacket. 288 p. In Stock. 100% Money Back Guarantee. Brand New, Perfect Condition, allow 4-14 business days for standard shipping. To Alaska, Hawaii, U.S. protectorate, P.O. box, and APO/FPO addresses allow 4-28 business days for Standard shipping. No expedited shipping. All orders placed with expedited shipping will be cancelled. Over 3, 000, 000 happy customers.