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Games That Drive Change [Paperback]

Carolyn Nilson (Author)
3.0 out of 5 stars  See all reviews (1 customer review)


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Book Description

July 1, 1995
The Fun Way to Get Employees to Respond Positively to Change!. Who said change can't be fun! Certainly not Carolyn Nilson: In Games That Drive Change she delivers an exciting assortment of 100 ready-to-use games that add joy to work, create an atmosphere of self-directed learning, build trust, foster communication, and get even change-resistant employees to respond positively, creatively, and productively to the new business environment of continual change. Each game stands alone and is easy to understand--works well with experienced as well as novice trainers, teams, and managers--contains reproducible templates and answer sheets for easy use--and has a specific goal with measurable outcomes.

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Product Details

  • Paperback: 307 pages
  • Publisher: McGraw-Hill; 1 edition (July 1, 1995)
  • Language: English
  • ISBN-10: 0070465894
  • ISBN-13: 978-0070465893
  • Product Dimensions: 10.9 x 8.5 x 0.8 inches
  • Shipping Weight: 2.1 pounds
  • Average Customer Review: 3.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Best Sellers Rank: #1,865,530 in Books (See Top 100 in Books)

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17 of 18 people found the following review helpful:
3.0 out of 5 stars Should be a tool used during planning of a major change, October 22, 1999
By A Customer
This review is from: Games That Drive Change (Paperback)
We're in the midst of a major corporate change. Our change agents needed to use this book to incorporate some of the activities during the planning stages of this project. The games focus heavily on the design and thought processes of beginning the change process. Some of the objectives on some of the activities include (may be rephrased in my own words): make the point that rewards and punishments need to be re-designed to manage change; engage a group of planners in a 'futuring exercise';

encourage people to think in broader terms regarding re-engineering; Identify major business processes and break them down into steps; identify dyxfunctional communication games we play with each other without thinking.

I was looking for activities that would help bridge the gap with the employees during this monumental change. This book has some activities around that. But not really specific to my need.

In all fairness, I was looking for activities that would help department trainers overcome the usual resistance to change that generally occurs with major systems changes. I didn't find it in this book.

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Inside This Book (learn more)
First Sentence:
To use the principles of motivation from the popular game Beat the Clock in order to make the point that rewards and punishments need to be re-designed to manage change. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
flipchart exercise, wrong forest, alignment issues, change makers
Key Phrases - Capitalized Phrases (CAPs): (learn more)
New York, Beat the Clock, Information Week, Peter Senge, Time Capsule, Doubleday Currency, Mitchel Resnick, Changing the Centralized Mind, Technology Review, The Fifth Discipline Fieldbook, Tom Peters, Business Week, Fortunate Finds, Harvard Business Review, The Road Not Taken
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Front Cover | Table of Contents | First Pages | Index | Back Cover | Surprise Me!
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