Use Video Games to Drive Innovation, Customer Engagement, Employee Commitment, and Profit!
Changing the Game is fast-paced tour of the many ways in which games, already an influential part of millions of peoples lives, have become a profoundly important part of the business world. From connecting with customers, to attracting and training employees, to developing new products and spurring innovation, games have introduced a new level of fun and engagement to the workplace. Advertising in games, unlike television, is not a burden to be suffered between all-too-brief segments of entertainment. Learning in games, unlike other forms of corporate education, is not a chore--it is puzzle-solving, exploration, and experimentation. And innovation in games, unlike innovation in the lab, is an immediately rewarding experience that brings consumers and businesses together in a revolutionary manner. Changing the Game introduces you to the ways in which games are being used to enhance productivity at Microsoft, increase profits at Burger King, and raise employee loyalty at Sun Microsystems, among other remarkable examples. It is proof that work not only can be fun--it should be.
http://www.amazon.co.uk/Changing-Game-Video-Transforming-Business/dp/013235781X/ref=sr_1_1?ie=UTF8&s=books&qid=1217500803&sr=8-1
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About Serious Games
Serious games (SGs) or persuasive games are computer and video games used as persuasion technology or educational technology. They can be similar to educational games, but are often intended for an audience outside of primary or secondary education. Serious games can be of any genre and many of them can be considered a kind of edutainment.
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Thursday, 31 July 2008
Changing the Game: How Video Games Are Transforming the Business World
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