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The Kids are Alright: How the Gamer Generation is Changing the Workplace Paperback – November 1, 2006
"Rebound" by Kwame Alexander
Don't miss best-selling author Kwame Alexander's "Rebound," a new companion novel to his Newbery Award-winner, "The Crossover," illustrated with striking graphic novel panels. Learn more
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From Publishers Weekly
Those who are looking for a contrarian view of video games will find it in these pages. While many parents fret about their childrens minds turning to goo as they squander hour after hour absorbed in electronic diversion, the authors argue that gamers glean valuable knowledge from their pastime and that theyre poised to use that knowledge to transform the workplace. Beck (The Attention Economy: Understanding the New Currency of Business) and Mitchell (DoCoMoJapans Wireless Tsunami: How One Mobile Telecom Created a New Market and Became a Global Force) base their claims on an exclusive survey of approximately 2000 business professionals. That survey, say the authors, provides the first data showing a direct, statistically verifiable link between digital games and professional behavior in the workplace. The authors express their analysis in clean, crisp prose devoid of jargon, making it accessible for non-gamers, especially non-gamers who are managers. "Gamers believe that winning matters," Beck and Wade contend, and gamers also place "a high value on competencewanting to be an expert in the first place"all of which makes the video game generation, estimated by the authors to be some 90 million strong, an influential force in the work place. The book touches on a handful of other ways in which gamers differ from non-gamers and provides suggestions on how employers can take advantage of their unique values and skills. Some readers may find themselves grinding their teeth at many of the authors upbeat conclusions about the benefits video game players will bring to the business world, but most will find the pairs findings fascinating and provocative.
Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved. --This text refers to an out of print or unavailable edition of this title.
"Got Game deserves credit for drawing attention to an issue...in 200 bright and breezy pages." -- The Financial Times, 21 October, 2004 --This text refers to an out of print or unavailable edition of this title.
Top customer reviews
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I don't see most of these personality traits in the people with whom I work. Some yes, but not all. That makes this book a bit suspect.
That said there are a couple of good thoughts in this book. For example, the idea that people who have grown up with games might believe that they can solve any problem themselves (and that there is a solution out there) is something I haven't seen anywhere else. And certainly the people with whom I work are able to form themselves into teams and do teamwork. But the book is so devoid of actual data that I can't tell whether the authors' conclusions in this or any other regard are based upon solid foundations or pure conjecture.
I read this just after Grand Theft Childhood. Buy that first. Buy this to round out the library if you still need.
As a former college-level business instructor, I see an important application for this book not only in business but in business education. It should be on the must-read list of all educators.
One more thing--I've decided I have to get a Game Boy!
This book is a good balance of conjecture and data derived from a large questionnaire.
The book was well written and engaging. As a gamer myself, it was interesting to read how they feel gaming changes how players view the world. As an older gamer, however, I supposedly have not experienced the full impact as much as those to who video games were a ubiquitous part of childhood.