Not the Real World: How the Experience of Gaming Differs from Just About Everything Else... And Why That Makes Gamers Different
By: and
Sign Up Now!
Already a Member? Log In
You must be logged into Bookshare to access this title.
Learn about membership options,
or view our freely available titles.
- Synopsis
- The gamer generation--young people who grew up on video games--is 90 million strong. Data shows that video games have affected this generation's behavior, even in the workplace. As a result, it's important that managers understand two things: what the game world is like, and why gamers have found it so compelling. This chapter opens the door to reveal the nature of the sometimes inaccessible world of video games. This chapter is excerpted from "The Kids Are Alright: How the Gamer Generation Is Changing the Workplace."
- Copyright:
- 2006
Book Details
- Book Quality:
- Publisher Quality
- Publisher:
- Harvard Business Publishing
- Date of Addition:
- 08/02/16
- Copyrighted By:
- HBS Press
- Adult content:
- No
- Language:
- English
- Has Image Descriptions:
- No
- Categories:
- Nonfiction, Business and Finance
- Submitted By:
- Bookshare Staff
- Usage Restrictions:
- This is a copyrighted book.