Changing the Game: How Video Games Are Transforming the Future of Business (paperback)

3.22 avg rating
( 93 ratings by Goodreads )
 
9780132171472: Changing the Game: How Video Games Are Transforming the Future of Business (paperback)

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

"synopsis" may belong to another edition of this title.

About the Author:

David Edery is the Worldwide Games Portfolio Manager for Microsoft’s Xbox Live Arcade and also a research affiliate of the MIT Comparative Media Studies Program. Prior to joining Microsoft, David was the MIT CMS Program’s Associate Director for Special Projects. During that time, David cofounded the Convergence Culture Consortium, a research partnership with corporations such as MTV Networks and Turner Broadcasting. David also managed Cyclescore, a research project combining video games and exercise. David received his MBA from the MIT Sloan School of Management and his BA from Brandeis University. He has published articles in the Harvard Business Review and several game industry publications and has spoken at many entertainment industry conferences.

 

Ethan Mollick studies innovation and entrepreneurship at the MIT Sloan School of Management, where he is also conducting a large research project on the game industry. He holds an MBA from MIT and BA from Harvard University. He has consulted to companies ranging from General Mills to Eli Lilly on issues related to innovation and strategy. He has also worked extensively on using games for teaching and training, including on the DARWARS project of the Defense Advanced Research Projects Agency. He was a founder of eMeta Corporation, the world’s largest supplier of software for selling content online, which was sold to Macrovision in 2006. Prior to eMeta, Ethan was a consultant for Mercer Management Consulting. He has published articles in scholarly journals, the Sloan Management Review, and Wired magazine and spoken at numerous conferences.

From Booklist:

Despite growth challenges in some parts of the entertainment industry, such as music and print media, the video-games industry is thriving. No longer just the providence of the first-person shooter mentality, the concept of video games has opened up with the popularity of virtual worlds such as the Sims and Second Life. “Massively multiplayer online role-playing games” such as World of Warcraft can support thousands of players simultaneously as players join forces with others to go on “quests,” slaying dragons and finding rare hidden items. The authors, who are both affiliates at MIT, discuss how games are being utilized by companies for product placement (“advergames”) and as teaching and motivational tools, making it fun to do business. The military has embraced video games in a big way, utilizing them for recruitment and battle simulation. These game enthusiasts create a compelling argument as to why games matter, because “at their best, they represent the very essence of what drives people to think, to cooperate, and to create.” --David Siegfried

"About this title" may belong to another edition of this title.

Top Search Results from the AbeBooks Marketplace

1.

David Edery/ Ethan Mollick
Published by FT Press (2010)
ISBN 10: 0132171473 ISBN 13: 9780132171472
New Paperback Quantity Available: 1
Seller
Revaluation Books
(Exeter, United Kingdom)
Rating
[?]

Book Description FT Press, 2010. Paperback. Book Condition: Brand New. 1st edition. 240 pages. 8.90x5.98x0.63 inches. In Stock. Bookseller Inventory # zk0132171473

More Information About This Seller | Ask Bookseller a Question

Buy New
4.69
Convert Currency

Add to Basket

Shipping: 6
From United Kingdom to U.S.A.
Destination, Rates & Speeds

2.

Edery, DavidMollick, Ethan
Published by Prentice Hall
ISBN 10: 0132171473 ISBN 13: 9780132171472
New Quantity Available: > 20
Seller
INDOO
(Avenel, NJ, U.S.A.)
Rating
[?]

Book Description Prentice Hall. Book Condition: New. Brand New. Bookseller Inventory # 0132171473

More Information About This Seller | Ask Bookseller a Question

Buy New
14.06
Convert Currency

Add to Basket

Shipping: 2.69
Within U.S.A.
Destination, Rates & Speeds

3.

David Edery, Ethan Mollick
Published by Pearson Education (US), United States (2010)
ISBN 10: 0132171473 ISBN 13: 9780132171472
New Paperback Quantity Available: 10
Seller
Book Depository hard to find
(London, United Kingdom)
Rating
[?]

Book Description Pearson Education (US), United States, 2010. Paperback. Book Condition: New. Language: English . This book usually ship within 10-15 business days and we will endeavor to dispatch orders quicker than this where possible. Brand New Book. 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. Bookseller Inventory # BTE9780132171472

More Information About This Seller | Ask Bookseller a Question

Buy New
17.77
Convert Currency

Add to Basket

Shipping: FREE
From United Kingdom to U.S.A.
Destination, Rates & Speeds

4.

David Edery and Ethan Mollick
ISBN 10: 0132171473 ISBN 13: 9780132171472
New Quantity Available: 1
Seller
Castle Rock
(Pittsford, NY, U.S.A.)
Rating
[?]

Book Description Book Condition: Brand New. Book Condition: Brand New. Bookseller Inventory # 97801321714721.0

More Information About This Seller | Ask Bookseller a Question

Buy New
18.97
Convert Currency

Add to Basket

Shipping: 3.06
Within U.S.A.
Destination, Rates & Speeds

5.

DavidEdery; Mollick Ethan
Published by Financial Times Prentice Hall (2008)
ISBN 10: 0132171473 ISBN 13: 9780132171472
New Softcover Quantity Available: 3
Seller
Rating
[?]

Book Description Financial Times Prentice Hall, 2008. Book Condition: New. Bookseller Inventory # TV9780132171472

More Information About This Seller | Ask Bookseller a Question

Buy New
23.11
Convert Currency

Add to Basket

Shipping: 3.57
From Germany to U.S.A.
Destination, Rates & Speeds

6.

David Edery; Ethan Mollick
Published by FT Press (2008)
ISBN 10: 0132171473 ISBN 13: 9780132171472
New Paperback First Edition Quantity Available: 1
Seller
Irish Booksellers
(Rumford, ME, U.S.A.)
Rating
[?]

Book Description FT Press, 2008. Paperback. Book Condition: New. book. Bookseller Inventory # 0132171473

More Information About This Seller | Ask Bookseller a Question

Buy New
26.70
Convert Currency

Add to Basket

Shipping: FREE
Within U.S.A.
Destination, Rates & Speeds

7.

David Edery, Ethan Mollick
Published by FT Press (2008)
ISBN 10: 0132171473 ISBN 13: 9780132171472
New Paperback Quantity Available: 1
Seller
Ergodebooks
(RICHMOND, TX, U.S.A.)
Rating
[?]

Book Description FT Press, 2008. Paperback. Book Condition: New. 1. Bookseller Inventory # DADAX0132171473

More Information About This Seller | Ask Bookseller a Question

Buy New
26.88
Convert Currency

Add to Basket

Shipping: 3.06
Within U.S.A.
Destination, Rates & Speeds

8.

David Edery; Ethan Mollick
Published by FT Press (2008)
ISBN 10: 0132171473 ISBN 13: 9780132171472
New Softcover Quantity Available: > 20
Seller
Palexbooks
(Sanford, NC, U.S.A.)
Rating
[?]

Book Description FT Press, 2008. Book Condition: New. Brand new! Please provide a physical shipping address. Bookseller Inventory # 9780132171472

More Information About This Seller | Ask Bookseller a Question

Buy New
31.82
Convert Currency

Add to Basket

Shipping: 2.30
Within U.S.A.
Destination, Rates & Speeds

9.

Edery, David, Mollick, Ethan
Published by FT Press (2008)
ISBN 10: 0132171473 ISBN 13: 9780132171472
New Paperback Quantity Available: 2
Seller
Murray Media
(North Miami Beach, FL, U.S.A.)
Rating
[?]

Book Description FT Press, 2008. Paperback. Book Condition: New. Bookseller Inventory # P110132171473

More Information About This Seller | Ask Bookseller a Question

Buy New
33.31
Convert Currency

Add to Basket

Shipping: 2.30
Within U.S.A.
Destination, Rates & Speeds

10.

Edery, David; Mollick, Ethan
Published by FT Press
ISBN 10: 0132171473 ISBN 13: 9780132171472
New PAPERBACK Quantity Available: 1
Seller
Cloud 9 Books
(Wellington, FL, U.S.A.)
Rating
[?]

Book Description FT Press. PAPERBACK. Book Condition: New. 0132171473 New Condition. Bookseller Inventory # NEW6.1040372

More Information About This Seller | Ask Bookseller a Question

Buy New
47.43
Convert Currency

Add to Basket

Shipping: 3.83
Within U.S.A.
Destination, Rates & Speeds

There are more copies of this book

View all search results for this book