000333745 000__ 01326cam\a22003134a\4500 000333745 001__ 333745 000333745 005__ 20210513122122.0 000333745 008__ 090112s2009\\\\mau\\\\\\b\\\\001\0\eng\\ 000333745 010__ $$a 2009035808 000333745 020__ $$a9781422146576 (alk. paper) 000333745 020__ $$a142214657X (alk. paper) 000333745 035__ $$a(OCoLC)ocn439893838 000333745 035__ $$a333745 000333745 040__ $$aDLC$$cDLC$$dC#P$$dISE 000333745 049__ $$aISEA 000333745 05000 $$aHM1086$$b.R44 2009 000333745 08200 $$a303.48/33$$222 000333745 1001_ $$aReeves, Byron,$$d1949- 000333745 24510 $$aTotal engagement :$$busing games and virtual worlds to change the way people work and businesses compete /$$cByron Reeves, J. Leighton Read. 000333745 260__ $$aBoston, Mass. :$$bHarvard Business Press,$$cc2009. 000333745 300__ $$ax, 274 p. ;$$c25 cm. 000333745 504__ $$aIncludes bibliographical references and index. 000333745 5050_ $$aIntroduction -- The game tsunami : who plays, how much, and why -- "Work sucks" : corporate problems that games might solve -- Ten ingredients of great games -- Virtual people -- Virtual money -- Virtual teams -- Virtual leaders -- Play is not the opposite of work -- Caught between fact and fiction -- Danger -- Tactics for change. 000333745 650_0 $$aGroup games. 000333745 650_0 $$aGroup relations training. 000333745 650_0 $$aTeams in the workplace. 000333745 650_0 $$aPlay. 000333745 650_0 $$aWork environment. 000333745 7001_ $$aRead, J. Leighton. 000333745 85200 $$bgen$$hHM1086$$i.R44$$i2009 000333745 909CO $$ooai:library.usi.edu:333745$$pGLOBAL_SET 000333745 980__ $$aBIB 000333745 980__ $$aBOOK