John C Beck; Mitchell Wade
|描述：||x, 202 pages : illustrations ; 25 cm|
|内容：||Introduction: Planet of the Rotting Minds? ... How Video Games Forged the Next Baby Boom --
Space Invader: How Games Became So Important Without the Rest of Us Noticing --
Sex, Violence, and Stereotypes: What We Worry About In Games ... And Why We Don't Need To --
Not the Real World: How the Experience of Gaming Differs From Just About Everything Else ... and Why That Makes Gamers Different --
Want 'Tude With That?: How Gamers' Values and Skills Shape Their Professional Performance --
Play Nice: After All That Time Alone, Can Gamers Be Great Team Players? --
Win or Go Home: How Video Games Built ROI Into This Generation's DNA --
Gamers On Top: What To Expect From Gamers as Executives --
Press Start to Continue: What's Next For Gamers--and Us.
|责任：||John C. Beck, Mitchell Wade.|
The Biggest Factor Shaping the future of business is small enough to fit in a teenager's hand. That factor is video games - and though most of us dismiss gaming as a waste of time, more than ninety million people are ready to prove us wrong. Got Game reveals the profound impact that the "gamer generation" (already bigger than the baby boom) will have on the future of business.