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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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Total engagement: using games and virtual worlds to change the way people work and businesses compete
2009, Harvard Business Press
in English
142214657X 9781422146576
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Book Details
Table of 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.
Edition Notes
Includes bibliographical references and index.
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- Created January 6, 2011
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January 6, 2011 | Created by ImportBot | Imported from Library of Congress MARC record |