000 | 01069nam a2200181Ia 4500 | ||
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008 | 140223b2009 xxu||||| |||| 00| 0 eng d | ||
020 |
_a9781422146576 _c0.00 |
||
082 |
_a303.4833 _bREE |
||
100 | _aReeves, Byron | ||
245 | _aTotal Engagement: Using Game and Virtual Worlds to Change the Way People Work and Business Compete | ||
260 |
_aBoston _bHarvard Business Review Press _c2009 |
||
300 | _a274p | ||
500 | _aIntroduction -- The game tsunami : who plays, how much, and why -- "Work sucks" : corporate problems that games might solve -- Ten ingredients of great games -- Virtual people -- Virtual money -- Virtual teams -- Virtual leaders -- Play is not the opposite of work -- Caught between fact and fiction -- Danger -- Tactics for change. | ||
600 | _aTechnology - Philosophy | ||
700 | _aRead, J. Leighton | ||
890 | _aUSA | ||
995 |
_AREE _B009046 _CMGT-I.T _D736.30 _E0 _F049 _GIN1009 _H0 _I0.00 _J995.00 26% N.B-N.B _L20100205 _UC _W20100210 _XKushal Books _ZGeneral |
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999 |
_c78260 _d78260 |