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Total Engagement

Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete

By Byron Reeves, J. Leighton Read

(3)

| Others | 9781422146576

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Book Description

Every week, millions of people including many of your employees spend hours playing multi-player online games with a level of engagement they don t bring to work. These aren t just adolescent video games we re talking rich narrative quests with 3-D environments, cool avatars, and compelling goals anContinue

Every week, millions of people including many of your employees spend hours playing multi-player online games with a level of engagement they don t bring to work. These aren t just adolescent video games we re talking rich narrative quests with 3-D environments, cool avatars, and compelling goals and rewards. Imagine the value if you could transfer key ingredients of game design and the gamer excitement and focus that come with it to the office. What if your employees could solve customer problems, design new software, or configure better shipping routes working inside a game environment at work?


This isn t just possible, say Byron Reeves and J. Leighton Read; it s inevitable. As global competition intensifies and employee productivity and engagement become more critical, the user experience provided by game technology offers a tantalizing solution for business. This is far more than a quaint metaphor for business and it s way beyond training tools. Implemented in the workplace, elements of games can solve a host of business problems with morale, communication, and alignment all while honing skills like data analysis, teamwork, recruitment, leadership, and more.


Based on extensive hands-on research, case studies, and the authors entrepreneurial ventures, Total Engagement convincingly outlines how games will transform work, from repetitive call-center jobs to high-level teams who must collaborate with members dispersed around the globe. The authors show why you must begin building a game strategy now and offer practical guidelines for how to:

--Select the game design features that can address your company s pain points
--Use avatars to increase engagement and productivity
--Employ virtual currencies to help employees set priorities, share resources, and meet goals
--Implement participant-driven communication systems to facilitate team-building
--Discover untapped leadership skills by shifting collaboration to game-like environments
--Mitigate possible negative effects of game applications at work

Authoritative and provocative, Total Engagement shows you how to become a player to reckon with as the gaming revolution transforms the workplace.

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  • Gen N (those who was born after 1980) steps into the work place and become the main workforce in every industry. At first they become the major consumer for many industries and now they play more and more important role in work place. We cannot just watch them as they were the main target customers ... (continue)

    Gen N (those who was born after 1980) steps into the work place and become the main workforce in every industry. At first they become the major consumer for many industries and now they play more and more important role in work place. We cannot just watch them as they were the main target customers but we need to work with them as they are main co-workers now. Agreeing with their values or not, we need to understand them first before putting our values on them. This is the least a good leader should do. I may not pick up WoW down the road but at least I should know how Gen N learn from WoW.

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    Yi-Jie Eugene Chen said on Feb 19, 2011 | Add your feedback

Book Details

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  • English Books
  • Others 288 Pages
  • ISBN-10: 142214657X
  • ISBN-13: 9781422146576
  • Publisher: Harvard Business School Press
  • Pub date: Nov 02, 2009
  • Dimensions: 1542 mm x 1052 mm x 161 mm Just how big is that?
  • In other languages: other languages 繁體書
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9781422146576 Others $29.95 $19.87 bn.com
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