Play at Work: How games inspire breakthrough thinking

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9780349402314: Play at Work: How games inspire breakthrough thinking

Once thought to be nothing more than diversions for children and nerds, games have become an integral part of everyday life. Educators are trying to make learning more fun by introducing games into the classroom while cutting-edge managers are doing the same in the workplace. Doctors, scientists, and entrepreneurs are deploying games to help solve some of the world's most pressing problems.

But according to Adam Penenberg, it's not the games themselves that improve our lives, but rather smart game design and its impact on the brain that can lead us to become immersed in a task we find enjoyable. The individuals and institutions that have used games to achieve this effect are often rewarded with astounding results.

Examples include:

* A software developer who changed Microsoft's mind-numbing code review process into a fun, team based game.

* Google, which indexed its massive image database with unpaid volunteers by turning the process into a game.

* A medical student who created a simple game that helped her overcome distractions and dramatically increased her productivity.

Drawing on the latest brain science on attention and engagement plus his own firsthand reporting, Penenberg shows how organizations like Google, Microsoft, hospitals, and the military have used game design in bold new ways.

Le informazioni nella sezione "Riassunto" possono far riferimento a edizioni diverse di questo titolo.

Book Description:

From Tom Sawyer's fence-painting scheme to Angry Birds, games have a unique knack for tapping the heart of engagement. Adam Penenberg takes you well beyond Zynga and through the countless, inventive ways games can be designed to bring out our best thinking. This is a fascinating and entertaining exploration of that most basic of human proclivities: Play ( Daniel H. Pink, author of To Sell Is Human and Drive)

Gamification is a hot topic but few truly understand it. Engaging and filled with incredible stories, Play at Work explains how games can make us more efficient and creative. Drawing on copious research and interviews with an array of game designers, scientists, mathematicians, entrepreneurs, inventors, and government officials, Penenberg offers a new perspective on how to make play work for you ( Eric Ries, author of The Lean Startup)

It's happening all around us, but if you're not paying attention you may miss it. Adam Penenberg provides an insightful guide into how gamification is infiltrating the marketplace, and more importantly, how it can be leveraged to make experiences more immersive and addictive. Read it, and prepare to see your everyday experiences through new eyes ( Todd Henry, author of DIE EMPTY)

In this great and often funny book Penenberg shows how everyone from entrepreneurs to scientists are using gamification to create the future today. Don't be left behind. Read this book to learn how the rules of business and life are changing ( Gabe Zichermann, CEO of Gamification Co)

Adam Penenberg's excellent new book persuasively demonstrates the power of gaming to motivate work. Filled with great stories of companies who have made the leap into playful productivity, it should be useful and inspirational for anyone looking at how to leverage the spirit of competition ( Douglas Rushkoff, author of Present Shock)

Book Description:

A fascinating look at how games can help us learn, create, and innovate.

Le informazioni nella sezione "Su questo libro" possono far riferimento a edizioni diverse di questo titolo.

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Penenberg, Adam L.
Editore: Piatkus 03/10/2013 (2013)
ISBN 10: 0349402310 ISBN 13: 9780349402314
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Descrizione libro Piatkus 03/10/2013, 2013. Paperback. Condizione libro: New. New Book In Stock, All orders dispatched same day from our UK warehouse,book cover may vary. Trusted Bucks Retailer, Est 2000.Visit our Abe store. Happy reading :). Codice libro della libreria 9780349402314

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Penenberg, Adam L.
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Descrizione libro Piatkus, 2013. Paperback. Condizione libro: New. New copy. Order before 10am for same (working) day dispatch. Orders will be dispatched by 1st Class post, heavier items by 2nd Class or courier. Standard mail will be dispatched by 2nd Class post or Parcel Force. Overseas orders will be dispatched by priority airmail. Codice libro della libreria mon0000016645

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Penenberg, Adam L.
Editore: Little, Brown Book Group, United Kingdom (2013)
ISBN 10: 0349402310 ISBN 13: 9780349402314
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Descrizione libro Little, Brown Book Group, United Kingdom, 2013. Paperback. Condizione libro: New. 240 x 158 mm. Language: English . Brand New Book. Once thought to be nothing more than diversions for children and nerds, games have become an integral part of everyday life. Educators are trying to make learning more fun by introducing games into the classroom while cutting-edge managers are doing the same in the workplace. Doctors, scientists, and entrepreneurs are deploying games to help solve some of the world s most pressing problems. But according to Adam Penenberg, it s not the games themselves that improve our lives, but rather smart game design and its impact on the brain that can lead us to become immersed in a task we find enjoyable. The individuals and institutions that have used games to achieve this effect are often rewarded with astounding results. Examples include: * A software developer who changed Microsoft s mind-numbing code review process into a fun, team based game. * Google, which indexed its massive image database with unpaid volunteers by turning the process into a game. * A medical student who created a simple game that helped her overcome distractions and dramatically increased her productivity. Drawing on the latest brain science on attention and engagement plus his own firsthand reporting, Penenberg shows how organizations like Google, Microsoft, hospitals, and the military have used game design in bold new ways. Codice libro della libreria AA29780349402314

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Penenberg, Adam L.
Editore: Little, Brown Book Group, United Kingdom (2013)
ISBN 10: 0349402310 ISBN 13: 9780349402314
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Descrizione libro Little, Brown Book Group, United Kingdom, 2013. Paperback. Condizione libro: New. 240 x 158 mm. Language: English . Brand New Book. Once thought to be nothing more than diversions for children and nerds, games have become an integral part of everyday life. Educators are trying to make learning more fun by introducing games into the classroom while cutting-edge managers are doing the same in the workplace. Doctors, scientists, and entrepreneurs are deploying games to help solve some of the world s most pressing problems. But according to Adam Penenberg, it s not the games themselves that improve our lives, but rather smart game design and its impact on the brain that can lead us to become immersed in a task we find enjoyable. The individuals and institutions that have used games to achieve this effect are often rewarded with astounding results. Examples include: * A software developer who changed Microsoft s mind-numbing code review process into a fun, team based game. * Google, which indexed its massive image database with unpaid volunteers by turning the process into a game. * A medical student who created a simple game that helped her overcome distractions and dramatically increased her productivity. Drawing on the latest brain science on attention and engagement plus his own firsthand reporting, Penenberg shows how organizations like Google, Microsoft, hospitals, and the military have used game design in bold new ways. Codice libro della libreria AA29780349402314

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Descrizione libro Condizione libro: New. Codice libro della libreria 19897457-n

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Penenberg, Adam L.
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Descrizione libro Piatkus, 2013. Condizione libro: New. 2013. Paperback. A fascinating look at how games can help us learn, create, and innovate. Num Pages: 256 pages. BIC Classification: KJD; KJU. Category: (P) Professional & Vocational; (U) Tertiary Education (US: College). Dimension: 153 x 232 x 18. Weight in Grams: 338. . . . . . . Codice libro della libreria V9780349402314

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Descrizione libro 2013. Paperback. Condizione libro: New. 153mm x 234mm x. Paperback. Once thought to be nothing more than diversions for children and nerds, games have become an integral part of everyday life. Educators are trying to make learning more fun by introducing g.Shipping may be from multiple locations in the US or from the UK, depending on stock availability. 256 pages. 0.340. Codice libro della libreria 9780349402314

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Descrizione libro Piatkus. Condizione libro: New. 2013. Paperback. A fascinating look at how games can help us learn, create, and innovate. Num Pages: 256 pages. BIC Classification: KJD; KJU. Category: (P) Professional & Vocational; (U) Tertiary Education (US: College). Dimension: 153 x 232 x 18. Weight in Grams: 338. . . . . . Books ship from the US and Ireland. Codice libro della libreria V9780349402314

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Descrizione libro Little, Brown Book Group. Paperback. Condizione libro: new. BRAND NEW, Play at Work: How Games Inspire Breakthrough Thinking, Adam L. Penenberg, Once thought to be nothing more than diversions for children and nerds, games have become an integral part of everyday life. Educators are trying to make learning more fun by introducing games into the classroom while cutting-edge managers are doing the same in the workplace. Doctors, scientists, and entrepreneurs are deploying games to help solve some of the world's most pressing problems. But according to Adam Penenberg, it's not the games themselves that improve our lives, but rather smart game design and its impact on the brain that can lead us to become immersed in a task we find enjoyable. The individuals and institutions that have used games to achieve this effect are often rewarded with astounding results. Examples include: * A software developer who changed Microsoft's mind-numbing code review process into a fun, team based game. * Google, which indexed its massive image database with unpaid volunteers by turning the process into a game. * A medical student who created a simple game that helped her overcome distractions and dramatically increased her productivity. Drawing on the latest brain science on attention and engagement plus his own firsthand reporting, Penenberg shows how organizations like Google, Microsoft, hospitals, and the military have used game design in bold new ways. Codice libro della libreria B9780349402314

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Descrizione libro Little, Brown Book Group, 2013. PAP. Condizione libro: New. New Book. Shipped from UK in 4 to 14 days. Established seller since 2000. Codice libro della libreria FX-9780349402314

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