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Total Engagement: How Games and Virtual Worlds Are Changing the Way People Work and Businesses Compete by J. Leighton Read, Byron Reeves

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Notes

Chapter One

1

One recent source about the size of the game audience in the United States is a report titled Online Gaming 2008, from the NPD Group (Port Washington, NY). Its study was based on a survey of 5,039 people from a larger consumer survey panel. The group reported that 63 percent of the U.S. population aged fifteen to sixty-five plays some type of online or video game.

2

The most sophisticated games that have inspired this book are known as massive multiplayer online role-playing games (MMORPGs), although many use the letters MMO for short. This note lists references and websites that contain pictures, stories, game current events, industry trends, and bibliographies. We particularly highlight those that have pictures because ...

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