Record ID | marc_marygrove/marygrovecollegelibrary.full.D20191108.T213022.internetarchive2nd_REPACK.mrc:182422167:3618 |
Source | Marygrove College |
Download Link | /show-records/marc_marygrove/marygrovecollegelibrary.full.D20191108.T213022.internetarchive2nd_REPACK.mrc:182422167:3618?format=raw |
LEADER: 03618cam a2200817 a 4500
001 ocn439893838
003 OCoLC
005 20191109072002.8
008 090918s2009 mau b 001 0 eng
010 $a 2009035808
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015 $aGBA930751$2bnb
016 7 $a014937782$2Uk
016 7 $a014937782
020 $a9781422146576$q(hardcover ;$qalk. paper)
020 $a142214657X$q(hardcover ;$qalk. paper)
029 1 $aAU@$b000043775335
029 1 $aAU@$b000044723866
029 1 $aAU@$b000050520569
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029 1 $aCDX$b8798937
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029 1 $aHEBIS$b247009210
029 1 $aNZ1$b13107965
029 1 $aUNITY$b119626160
029 1 $aUKMGB$b014937782
035 $a(OCoLC)439893838
037 $bPerseus Distribution Services, 1094 Flex Dr, Jackson, TN, USA, 38301-5070$nSAN 631-760X
050 00 $aHM1086$b.R44 2009
082 00 $a303.48/33$222
084 $aC936$2clc
049 $aMAIN
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,$c©2009.
300 $ax, 274 pages ;$c25 cm
336 $atext$btxt$2rdacontent
337 $aunmediated$bn$2rdamedia
338 $avolume$bnc$2rdacarrier
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.
590 $bInternet Archive - 2
590 $bInternet Archive 2
650 0 $aVirtual reality in management.
650 0 $aGroup games.
650 0 $aGroup relations training.
650 0 $aTeams in the workplace.
650 0 $aPlay.
650 0 $aWork environment.
650 1 $aPlay.
650 7 $aVirtual reality in management$2fast$0(OCoLC)fst01167702
650 7 $aGroup games.$2fast$0(OCoLC)fst00948389
650 7 $aGroup relations training.$2fast$0(OCoLC)fst00948505
650 7 $aPlay.$2fast$0(OCoLC)fst01066938
650 7 $aTeams in the workplace.$2fast$0(OCoLC)fst01144679
650 7 $aWork environment.$2fast$0(OCoLC)fst01180270
650 7 $aComputerspiel$2gnd
650 7 $aVirtuelle Realität$2gnd
650 7 $aMensch-Maschine-Kommunikation$2gnd
650 7 $aÜbertragung$2gnd
650 7 $aArbeitstechnik$2gnd
650 7 $aArbeitsmotivation$2gnd
655 7 $aDrama.$2fast$0(OCoLC)fst01423879
655 7 $aDrama.$2lcgft
700 1 $aRead, J. Leighton.
938 $aBrodart$bBROD$n09784292$c$29.95
938 $aCoutts Information Services$bCOUT$n8798937
994 $a92$bERR
976 $a31927002045653