Book description
Implementing components of multiplayer computer games in the workplace will address a host of age-old problems. Games can not only stem boredom and decrease turnover, but also enhancee collaboration and encourage creative leadership. Games require extraordinary teamwork, elaborate data analysis and strategy, recruitment and retention of top players, and quick decision making. Recreating some elements of games - such as positioning tasks within stories, creating internal economies, and implementing participant-driven communication systems - can not only boost employee engagement but overall productivity.
Of course, the 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.
Supported by specific case studies and years of research, Total Engagement will completely change the way you view both work and play.
Table of contents
- Title Page
- Copyright Page
- Table of Contents
- Acknowledgments
- Chapter One - Introduction
- Chapter Two - The Game Tsunami
- Chapter Three - “Work Sucks”
-
Chapter Four - Ten Ingredients of Great Games
- Ten Game Features to Guide Real Work
- 1. Self-Representation with Avatars
- 2. Three-Dimensional Environments
- 3. Narrative Context
- 4. Feedback
- 5. Reputations, Ranks, and Levels
- 6. Marketplaces and Economies
- 7. Competition Under Rules That Are Explicit and Enforced
- 8. Teams
- 9. Parallel Communication Systems That Can Be Easily Reconfigured
- 10. Time Pressure
- The Value of an Ingredient List
- Chapter Five - Virtual People
- Chapter Six - Virtual Money
- Chapter Seven - Virtual Teams
-
Chapter Eight - Virtual Leaders
- Virtual Worlds, Real Leaders
- What Are the Characteristics of a Good Leader in Real Life?
- Traditional Leadership Skills Also Work in the Games
- The Characteristics of a Good Leader in the Games
- Leadership Differences in the Games
- Leadership Environments
- The Future Is Here
- Beyond the Obvious About Virtual Versus Real
- Chapter Nine - Play Is Not the Opposite of Work
- Chapter Ten - Caught Between Fact and Fiction
- Chapter Eleven - Danger
- Chapter Twelve - Tactics for Change
- Notes
- Index
- About the Authors
Product information
- Title: Total Engagement: How Games and Virtual Worlds Are Changing the Way People Work and Businesses Compete
- Author(s):
- Release date: November 2009
- Publisher(s): Harvard Business Review Press
- ISBN: 9781422146576
You might also like
book
Build Your Own Cybersecurity Testing Lab: Low-cost Solutions for Testing in Virtual and Cloud-based Environments
Publisher's Note: Products purchased from Third Party sellers are not guaranteed by the publisher for quality, …
book
Project Finance
Tackle infrastructure development projects in emerging markets with confidence In Project Finance: Applications and Insights to …
book
Learn Enough Developer Tools to Be Dangerous: Command Line, Text Editor, and Git Version Control Essentials
All You Need to Know, and Nothing You Don’t, About Core Tools for Software Development Three …
book
Time Management for System Administrators
Time is a precious commodity, especially if you're a system administrator. No other job pulls people …