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MARC Record from Library of Congress

Record ID marc_loc_2016/BooksAll.2016.part36.utf8:138386686:1763
Source Library of Congress
Download Link /show-records/marc_loc_2016/BooksAll.2016.part36.utf8:138386686:1763?format=raw

LEADER: 01763cam a2200337 a 4500
001 2009035808
003 DLC
005 20100715085356.0
008 090918s2009 mau b 001 0 eng
010 $a 2009035808
015 $aGBA930751$2bnb
016 7 $a014937782$2Uk
020 $a9781422146576 (hardcover : alk. paper)
020 $a142214657X (hardcover : alk. paper)
035 $a(OCoLC)ocn439893838
040 $aDLC$cDLC$dC#P$dUPZ$dCDX$dUKM$dDLC
050 00 $aHM1086$b.R44 2009
082 00 $a303.48/33$222
100 1 $aReeves, Byron,$d1949-
245 10 $aTotal engagement :$busing games and virtual worlds to change the way people work and businesses compete /$cByron Reeves, J. Leighton Read.
260 $aBoston, Mass. :$bHarvard Business Press,$cc2009.
300 $ax, 274 p. ;$c25 cm.
504 $aIncludes bibliographical references and index.
505 0 $aIntroduction -- 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.
520 $aThe 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.
650 0 $aGroup games.
650 0 $aGroup relations training.
650 0 $aTeams in the workplace.
650 0 $aPlay.
650 0 $aWork environment.
700 1 $aRead, J. Leighton.