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The Power of Games : Business Impacts and Innovation Opportunities. ゲームの力-ビジネスの影響とイノベーションの機会
・ISBN 978-1-032-79429-7 hard GB£ 145.99
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・ISBN 978-1-032-79428-0 paper GB£ 37.99
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電子版あり 大学・学術機関向け電子ブック(eBook)ISBN 978-1-003-49192-7
| 著者・編者 | Rouse, William B., |
|---|---|
| 出版社 | (Productivity Pr., US) |
| 出版年月 | 2024.08 |
| ページ数 | 136 pp. |
| 言語 | ENG |
| ニュース番号 | <723-329> |
解説
Games have long played a central role in society - actually a central role in the animal kingdom. Their play provides primary behavioral mechanisms that enable animals to learn and socialize. Indeed, "play" is a core animal activity. The principal focus of this book is on how games foster human playing, learning, and competing, including how we can design games to do this better. The author provides a wealth of real-world examples of how he created games for clients in the domains of education, energy, healthcare, national security, and transportation. He has focused on training and aiding for strategic thinking, product planning, technology development, and business operations.
The technologies underlying these games became increasingly sophisticated. This has taken on greater significance as the gaming industry has grown and prospered. Gaming revenues now dwarf film and theater. New games released gain millions of sales within a few days of release. What makes games so appealing? What is the psychology of gaming? Does it vary for card games, board games, simulation games, and online games? What makes a game successful over years? What about sports games? What sociological roles do they play in our society? Why do they claim such energy and devotion? Why are sports stars able to earn enormous contracts? What is the business of these games? Why is it expected to be increasingly lucrative? What strategies might succeed or fail? Who might be the losers and winners? This book addresses all of these questions as well as an overarching question for society - Can online games fundamentally enhance the education of employees and students? The author is convinced they can.
This requires, however, that games be designed to achieve these ends. This book is intended to contribute to understanding how to create and evaluate such games. Essentially, games enable employees and managers to play, learn, compete, and achieve in terms of knowledge and skills gained, competencies attained, customers attracted, and economic outcomes. This book explains, illustrates, and motivates investments in these pursuits to these ends.