Changing the Game

Changing the Game
Author: David Edery,Ethan Mollick
Publsiher: FT Press
Total Pages: 238
Release: 2008-10-07
Genre: Business & Economics
ISBN: 9780137151752

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Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way

Changing the Game How Video Games Are Transforming the Future of Business

Changing the Game  How Video Games Are Transforming the Future of Business
Author: David Edery,David,Mollick
Publsiher: Unknown
Total Pages: 218
Release: 2008
Genre: Electronic books
ISBN: 0137151721

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Summary Changing the Game

Summary  Changing the Game
Author: BusinessNews Publishing
Publsiher: Unknown
Total Pages: 46
Release: 2016-09-16
Genre: Electronic Book
ISBN: 2511042339

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The must-read summary of David Edery and Ethan Mollick's book: "Changing the Game: How Video Games Are Transforming the Future of Business". This complete summary of the ideas from David Edery and Ethan Mollick's book "Changing the Game" shows how the video game sector has become an enormous business and is about to enter yet another phase of growth as companies begin to use games to revolutionize the way they interact with customers and attract new employees. In their book, the authors explain that it is time to get up to speed with what gaming is already achieving and make your company a part of it. By reading this summary, you will find out the benefits of using video games to get your message across and what they can do for your business. Added-value of this summary: - Save time - Understand key concepts - Expand your business knowledge To learn more, read "Changing the Game" to discover how you can be part of the video game revolution and benefit your company.

Changing the Rules of the Game

Changing the Rules of the Game
Author: S. Hotho,N. McGregor
Publsiher: Springer
Total Pages: 176
Release: 2013-10-24
Genre: Social Science
ISBN: 9781137318411

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The computer games industry is one of the most vibrant industries today whose potential for growth seems inexhaustible. This book adopts a multi-disciplinary approach and captures emerging trends as well as the issues and challenges faced by businesses, their managers and their workforce in the games industry.

The Video Game Industry

The Video Game Industry
Author: Peter Zackariasson,Timothy L. Wilson
Publsiher: Routledge
Total Pages: 272
Release: 2012
Genre: Business & Economics
ISBN: 9780415896528

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'The Video Game Industry' provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. This book describes and defines video games as their own special medium.

Communities of Innovation

Communities of Innovation
Author: David Edery,Ethan Mollick
Publsiher: Pearson Education
Total Pages: 22
Release: 2009-11-02
Genre: Business & Economics
ISBN: 9780132143288

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This Element is an excerpt from Changing the Game: How Video Games Are Transforming the Future of Business (ISBN: 9780132357814) by David Edery and Ethan Mollick. Available in print and digital formats. Unleash user-driven innovation beyond your wildest imagination, for a fraction of the cost of creating it yourself! Following its release, fans invested $16.5 million of labor in the World War II game Battlefield 1942--for free. Game companies have spent years learning to channel user passion into mutually beneficial work. These lessons are increasingly important to every industry because games aren’t the only products that attract communities of user innovators.

Encyclopedia of Video Games 3 volumes

Encyclopedia of Video Games  3 volumes
Author: Mark J. P. Wolf
Publsiher: Bloomsbury Publishing USA
Total Pages: 1173
Release: 2021-05-24
Genre: Games & Activities
ISBN: 9798216161820

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Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Handbook of Research on Serious Games as Educational Business and Research Tools

Handbook of Research on Serious Games as Educational  Business and Research Tools
Author: Cruz-Cunha, Maria Manuela
Publsiher: IGI Global
Total Pages: 1434
Release: 2012-02-29
Genre: Education
ISBN: 9781466601505

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"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.