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Das Spiel verändern: Wie Videospiele die Zukunft des Geschäfts verändern

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Zuletzt aktualisiert am 23. Jan. 2025 16:09:31 MEZAlle Änderungen ansehenAlle Änderungen ansehen

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Neu: Neues, ungelesenes, ungebrauchtes Buch in makellosem Zustand ohne fehlende oder beschädigte ...
Artist
Edery, David J.; Mollick, Ethan [Editor]
ISBN
9780132357814

Über dieses Produkt

Product Identifiers

Publisher
FT Press
ISBN-10
013235781X
ISBN-13
9780132357814
eBay Product ID (ePID)
28038291575

Product Key Features

Book Title
Changing the Game : How Video Games Are Transforming the Future of Business
Number of Pages
240 Pages
Language
English
Publication Year
2008
Topic
Marketing / General, Video & Electronic
Illustrator
Yes
Genre
Games & Activities, Business & Economics
Author
Ethan Mollick, David Edery
Format
Hardcover

Dimensions

Item Height
0.7 in
Item Weight
16.2 Oz
Item Length
9.3 in
Item Width
6.2 in

Additional Product Features

Intended Audience
Trade
LCCN
2008-022302
Dewey Edition
22
Dewey Decimal
658.4/0353
Table Of Content
Part I: Introduction 1Chapter 1: An Introduction to Games, and Why They Matter 3Part II: Games and Customers 33Chapter 2: Advertising "In" and "Around" Games 37Chapter 3: Advergames 55Chapter 4: Adverworlds, Second Life, and Blurred Reality 75Part III: Games and Employees 97Chapter 5: Better Employees through Gaming 101Chapter 6: Three Skills for an Interconnected World 115Chapter 7: Games and Recruiting 139Part IV: Games and the Future of Business 155Chapter 8: Games for Work, Games at Work 157Chapter 9: User Innovation Communities 171Chapter 10: Why Gamers are Better than Computers, Scientists, and Governments 187Games Index 203Index 207
Synopsis
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, 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 labour 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.
LC Classification Number
HD9993.E452C39 2009

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