Got game:how the gamer generation is reshaping business forever
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Main Authors: | |
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Group Author: | |
Published: |
Harvard Business School Press,
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Publisher Address: | Boston |
Publication Dates: | c2004. |
Literature type: | Book |
Language: | English |
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Carrier Form: | x, 202 p.: ill. ; 25 cm. |
ISBN: | 1578519497 (alk. paper) |
Index Number: | G899 |
CLC: | G899-05 |
Call Number: | G899-05/B393 |
Contents: |
Includes bibliographical references and index. Introduction: Planet of the Rotting Minds? ... How Video Games Forged the Next Baby Boom -- Space Invader: How Games Became So Important Without the Rest of Us Noticing -- Sex, Violence, and Stereotypes: What We Worry About In Games ... And Why We Don't Need To -- Not the Real World: How the Experience of Gaming Differs From Just About Everything Else ... and Why That Makes Gamers Different -- Want 'Tude With That?: How Gamers' Values and Skills Shape Their Professional Performance -- Play Nice: After All That Time Alone, Can Gamers Be Great Team Players? -- Win or Go Home: How Video Games Built ROI Into This Generation's DNA -- Gamers On Top: What To Expect From Gamers as Executives -- Press Start to Continue: What's Next For Gamers--and Us. |