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.
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Spese di spedizione:
EUR 5,24
Da: Regno Unito a: U.S.A.
Descrizione libro paperback. Condizione: New. Language: ENG. Codice articolo 9780349402314
Descrizione libro Paperback. Condizione: new. 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 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. A fascinating look at how games can help us learn, create, and innovate. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. Codice articolo 9780349402314
Descrizione libro Condizione: new. Codice articolo 6979990bb8d59cee7d75ae8fb57046b3
Descrizione libro Paperback / softback. Condizione: New. New copy - Usually dispatched within 4 working days. A fascinating look at how games can help us learn, create, and innovate. Codice articolo B9780349402314
Descrizione libro Trade Paperback. Condizione: Brand New. In Stock. Codice articolo __0349402310
Descrizione libro Paperback. Condizione: New. Codice articolo 6666-HCE-9780349402314
Descrizione libro Condizione: 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 articolo V9780349402314
Descrizione libro Condizione: 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 articolo V9780349402314
Descrizione libro PAP. Condizione: New. New Book. Shipped from UK. Established seller since 2000. Codice articolo HU-9780349402314
Descrizione libro Paperback. Condizione: new. 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 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. A fascinating look at how games can help us learn, create, and innovate. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability. Codice articolo 9780349402314