Image from Coce

Got game : how the gamer generation is reshaping business forever / John C. Beck, Mitchell Wade.

By: Contributor(s): Material type: TextTextPublisher: Boston : Harvard Business School Press, [2004]Copyright date: ©2004Description: x, 202 pages : illustrations ; 25 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 1578519497
  • 9781578519491
Subject(s): DDC classification:
  • 794.8 22
LOC classification:
  • GV1469.3 .B43 2004
Contents:
Introduction : planet of the rotting minds? -- Ch. 1. Space invader -- Ch. 2. Sex, violence, and stereotypes -- Ch. 3. Not the real world -- Ch. 4. Want 'tude with that? -- Ch. 5. Play nice -- Ch. 6. Win or go home -- Ch. 7. Gamers on top -- Ch. 8. Press start to continue.
Review: "Got Game reveals the profound impact that the "gamer generation" (already bigger than the baby boom) will have on the future of business. While games have made this group dramatically different in terms of their attitudes, expectations, and abilities, the potential of this generation has scarcely been noticed in most organizations. But managers won't be able to ignore gamers for long. Comprised of millions of rising professionals in the U.S. alone, the gamer generation will ultimately dominate the workforce - and they are already changing the rules of business." "Beck and Wade dispel common myths about gamers and reveal them as committed, team-oriented professionals who play to win. They offer specific strategies today's managers can use to bridge the generation gap and unleash gamers' hidden potential."--BOOK JACKET.
Tags from this library: No tags from this library for this title. Log in to add tags.
Holdings
Item type Current library Call number Copy number Status Date due Barcode
Book City Campus City Campus Main Collection 794.8 BEC (Browse shelf(Opens below)) 1 Available A265911B

Includes bibliographical references and index.

Introduction : planet of the rotting minds? -- Ch. 1. Space invader -- Ch. 2. Sex, violence, and stereotypes -- Ch. 3. Not the real world -- Ch. 4. Want 'tude with that? -- Ch. 5. Play nice -- Ch. 6. Win or go home -- Ch. 7. Gamers on top -- Ch. 8. Press start to continue.

"Got Game reveals the profound impact that the "gamer generation" (already bigger than the baby boom) will have on the future of business. While games have made this group dramatically different in terms of their attitudes, expectations, and abilities, the potential of this generation has scarcely been noticed in most organizations. But managers won't be able to ignore gamers for long. Comprised of millions of rising professionals in the U.S. alone, the gamer generation will ultimately dominate the workforce - and they are already changing the rules of business." "Beck and Wade dispel common myths about gamers and reveal them as committed, team-oriented professionals who play to win. They offer specific strategies today's managers can use to bridge the generation gap and unleash gamers' hidden potential."--BOOK JACKET.

Machine converted from AACR2 source record.

There are no comments on this title.

to post a comment.

Powered by Koha