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Changing the Game: How Video Games Are Transforming the Future of Business [Hardcover]

David Edery , Ethan Mollick
4.7 out of 5 stars  See all reviews (19 customer reviews)


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Book Description

October 2008

 

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

 



Editorial Reviews

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

From the Back Cover

 

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

 


Product Details

  • Hardcover: 240 pages
  • Publisher: FT Press; 1 edition (October 2008)
  • Language: English
  • ISBN-10: 013235781X
  • ISBN-13: 978-0132357814
  • Product Dimensions: 0.5 x 5.7 x 9 inches
  • Shipping Weight: 1.2 pounds
  • Average Customer Review: 4.7 out of 5 stars  See all reviews (19 customer reviews)
  • Amazon Best Sellers Rank: #1,016,596 in Books (See Top 100 in Books)

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Customer Reviews

4.7 out of 5 stars
(19)
4.7 out of 5 stars
I found the book to be very valuable and thought provoking. Dan Burleigh  |  8 reviewers made a similar statement
I picked up this book on a whim, and ended up blowing through it in a night. Matthew J. Golz  |  5 reviewers made a similar statement
Most Helpful Customer Reviews
10 of 12 people found the following review helpful
5.0 out of 5 stars A book for humanists as much as for businesspeople October 20, 2008
Format:Hardcover
I blazed through the book in about five hours. I thought that it flowed
well, was logically organized, very well researched, etc. I think that, as an introduction for a manager to how to think about appropriate uses of
games in their business, it is actually a very helpful book - it doesn't
give a blueprint for what a company should do, but it definitely does make a strong case for what to consider when starting to think about the challenge. (This should be taken as very high praise, since I don't read business books, ever, preferring instead to mock them viciously.) Some stuff I particularly liked:

Given that there are two authors, the tone is amazingly consistent. I
thought the writing was excellent - I was buoyed along by how fluid and smart it was. On a related note, I loved how funny the book was - I started reading it in my gym and kept hooting with laughter on the elliptical. "Those sights include underground cities, murky swamps, troll-infested jungles, scorpion-filled deserts, and beautiful beaches - all of which seem even more remarkable when viewed from the back of a soaring griffin." (Now I, a non-gamer, want to play World of Warcraft!) "Of course, just because you want to see advertisements on the hood of a NASCAR stock car doesn't mean that the same ads belong on the side of a unicorn." I love it...

The thing that I liked best about the book, though, was sort of hard to put into words. But basically, the whole phenomenon of people playing games strikes me as immensely HUMAN.
... Read more ›
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2 of 2 people found the following review helpful
Format:Hardcover
A very good, broad view of many trends and technologies that are changing the way information is shared and value is built in business and broader society. The first part of the book was a an overview of the new technologies or mechanisms individuals and organizations are using, so it was a bit general (overview of wisdom of crowds concepts, console industry, etc) but then the authors did a very nice job of tying it all together.

You may be familiar with some of these new services or game types but probably not all of them. I was especially excited to read about Ross Smith, a test leader in the security group that I know- he really is an innovator and the reference to Ross and his work really speaks to how current and valid the research in this book is. I found the book to be very valuable and thought provoking. I highly recommend it!
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2 of 2 people found the following review helpful
5.0 out of 5 stars (Video) games people play at work December 7, 2009
Format:Hardcover
Video games are so commonplace that you probably don't see them as a launching pad to the next frontier of innovation, but David Edery and Ethan Mollick will make you think twice about that. They present an eloquent, persuasive case for the enormous potential that video games have to transform business. The authors illustrate the way that a growing number of organizations are utilizing virtual worlds to advertise their goods and services, train their workers and attract potential employees. They'll amaze you as they recount how rapidly video games have progressed since Pac-Man and Space Invaders first appeared in bowling alley arcades. getAbstract applauds the authors' scholarship and research, and their ability to illuminate this topic for a corporate audience. Anyone involved in technology innovation, or personnel training and management, could learn a lot by playing along. Video games are serious business and they generate serious money.
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6 of 8 people found the following review helpful
5.0 out of 5 stars informative & entertaining with great case studies October 16, 2008
Format:Hardcover
What I liked most about this book was the way it addresses pretty much every major potential use of video games in a business setting. Most other books that I'm aware of have tended to focus on a single topic, like games and education. I also like the way the authors blended corporate case studies and academic research; again, most other books on serious uses of games tend to be overwhelmingly academic.

The part I personally liked most was the final chapter, which was probably the most speculative but also the most intriguing. I love the idea of using video games to turn complex problems into fun experiences that people play voluntarily and therefore solve the problems voluntarily! The book's examples of this, like Google's "Image Labeler" game, were very good.

I suppose my main criticism of the book is that precisely because it tackles so many subject areas, it doesn't often get into the nitty gritty of game development. It does offer very useful tips at the end of every section though.

Long story short I'd call this one of the most entertaining and informative books I've read on the subject of serious games. Well worth a read, especially if you're a business person looking for insight into the practical uses of games within every day corporate life. Most game books simply aren't written with a general business audience in mind.
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1 of 1 people found the following review helpful
4.0 out of 5 stars Comentario libro "Changing the game" (español) December 19, 2009
Format:Hardcover|Amazon Verified Purchase
"Changing the game" (chtg de ahora en adelante) parte haciendo hincapié en como la palabra "juego" adquiere una connotación negativa en la medida que crecemos.
En el trabajo "juego" es sacar la vuelta, no cumplir, perder el tiempo etc. En una palabra: procastinar.

Pero hecha esa declaración, David Edery y Ethan Mollick comienzan a demostrar con ejemplos claros y exitosos como los videojuegos transformarán la forma en que interactúamos, creando nuevas unidades de negocio, puestos de trabajo para los cuales aún no existen nombres y una nueva forma de gobernar, la que lleva por nombre tentativo gamerarcracy.

Debo decir, antes de hablar sobre el libro, que en lo personal, conocía los advergames (como el trabajo realizado por Vince Vader) y los juegos de ARG (alternative reality game) sin embargo nunca había sopesado como se usan los videojuegos en temas como la rehabilitación de pacientes, cursos de conducción, elección de personal, trabajo colaborativo o para mejorar la productividad de la fuerza laboral. Es ahi donde los autores abarcan (sin profundizar) varios temas que abren el espectro y dan riqueza, fuerza y contenido a sus argumentos. En verdad el libro abrió mi mente.

Ok, vamos con el libro:

Porque importan los videojuegos: Ya de partida, el libro se encarga de dejar en claro porque es necesario y porque es una herramienta que ayuda a esclarecer y vislumbrar el panorama actual.
... Read more ›
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Most Recent Customer Reviews
4.0 out of 5 stars Very interesting
I needed this book to write a research paper. I had only planned on reading a few snippets of it, tbh, but it's a very interesting topic. I would recommend it!
Published 2 months ago by Crystal Davis
2.0 out of 5 stars Irresponsible "research"
I have read quite on game-based learning. This is one of the frequently-cited books on the topic, along with Prensky and "Got Game" by Beck and Wade. Read more
Published 6 months ago by Mary J. Snyder
4.0 out of 5 stars Games in business, marketing and education
Games / gamification / gameful design is a fast moving target in the research community. As such, this book is already starting to show its age - 4 years is a long time for such a... Read more
Published 15 months ago by Ilya Grigorik
5.0 out of 5 stars A nice read
The book got delivred on time... though im still in middle of it, it seems to bbe a nice read... do wait for a complete review from my side...
Published on July 2, 2010 by Prem
5.0 out of 5 stars Good Read
Whether you've been looking to get into the industry or are just curious of how the gaming industry works this book is a great read that gives a good overview of the topic. Read more
Published on November 16, 2009 by Elliot Franford
5.0 out of 5 stars Games are "cutting-edge" marketing.
If you think of yourself as on the "cutting edge" of marketing ideas then you need to read this book. Read more
Published on February 3, 2009 by Larry Slater
5.0 out of 5 stars Tipping Points Meets Super Mario Brothers
This book is a rare example of a business book that is really enjoyable, immediately practical, and generally inspirational - think "The Tipping Point" meets "Good to Great" meets... Read more
Published on December 12, 2008 by A. Singer
5.0 out of 5 stars Great read for marketing professionals
I work in marketing, so my interest in this book was driven primarily by the section on advertising and games. Read more
Published on November 18, 2008 by J. Wacksman
5.0 out of 5 stars A valuable resource
I picked up this book on a whim, and ended up blowing through it in a night. The writting is clear and the cadence enjoyable. Read more
Published on November 17, 2008 by Matthew J. Golz
5.0 out of 5 stars Insightful commentary, strong research
I finished Changing the Game last week and the insights it contains have already helped me improve my work. Read more
Published on November 16, 2008 by J. Sink
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