What is included with this book?
Introduction | p. 1 |
An Introduction to Games, and Why They Matter | p. 3 |
Games and Customers | p. 33 |
Advertising ""In"" and ""Around"" Games | p. 37 |
Advergames | p. 55 |
Adverworlds, Second Life, and Blurred Reality | p. 75 |
Games and Employees | p. 97 |
Better Employees through Gaming | p. 101 |
Three Skills for an Interconnected World | p. 115 |
Games and Recruiting | p. 139 |
Games and the Future of Business | p. 155 |
Games for Work, Games at Work | p. 157 |
User Innovation Communities | p. 171 |
Why Gamers are Better than Computers, Scientists, and Governments | p. 187 |
Games Index | p. 203 |
Index | p. 207 |
Table of Contents provided by Publisher. All Rights Reserved. |
The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.
The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.