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Changing the Game: How Video Games Are Transforming the Future of Business

  • By David Edery, Ethan Mollick
  • Published Oct 7, 2008 by FT Press.
    • Copyright 2009
    • Dimensions: 6x9
    • Pages: 240
    • Edition: 1st
    • Book
    • ISBN-10: 0-13-235781-X
    • ISBN-13: 978-0-13-235781-4
    • eBook (Adobe DRM)
    • ISBN-10: 0-13-715174-8
    • ISBN-13: 978-0-13-715174-5

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  • Description
  • Reviews
  • Sample Content

Product Author Bios

David Edery is the Worldwide Games Portfolio Manager for Microsoft’s Xbox Live Arcade and also a research affiliate of the MIT Comparative Media Studies Program. Prior to joining Microsoft, David was the MIT CMS Program’s Associate Director for Special Projects. During that time, David cofounded the Convergence Culture Consortium, a research partnership with corporations such as MTV Networks and Turner Broadcasting. David also managed Cyclescore, a research project combining video games and exercise. David received his MBA from the MIT Sloan School of Management and his BA from Brandeis University. He has published articles in the Harvard Business Review and several game industry publications and has spoken at many entertainment industry conferences.

 

Ethan Mollick studies innovation and entrepreneurship at the MIT Sloan School of Management, where he is also conducting a large research project on the game industry. He holds an MBA from MIT and BA from Harvard University. He has consulted to companies ranging from General Mills to Eli Lilly on issues related to innovation and strategy. He has also worked extensively on using games for teaching and training, including on the DARWARS project of the Defense Advanced Research Projects Agency. He was a founder of eMeta Corporation, the world’s largest supplier of software for selling content online, which was sold to Macrovision in 2006. Prior to eMeta, Ethan was a consultant for Mercer Management Consulting. He has published articles in scholarly journals, the Sloan Management Review, and Wired magazine and spoken at numerous conferences.

 

Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit!

Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own.

 

Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity…in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general.

  • In-game advertising, advergames, adverworlds, and beyond
    Choose your best marketing opportunities--and avoid the pitfalls
  • Use gaming to recruit and develop better employees
    Learn practical lessons from America’s Army and other innovative case studies
  • Channel the passion of your user communities
    Help your customers improve your products and services--and have fun doing it
  • What gamers do better than computers, scientists, or governments
    Use games to solve problems that can’t be solved any other way

 

Customer Reviews

10 of 12 people found the following review helpful
5.0 out of 5 stars A book for humanists as much as for businesspeople, October 20, 2008
By 
Johanna Klein (Manila, Philippines) - See all my reviews
(REAL NAME)   
This review is from: Changing the Game: How Video Games Are Transforming the Future of Business (Hardcover)
I blazed through the book in about five hours. I thought that it flowed
well, was logically organized, very well researched, etc. I think that, as an introduction for a manager to how to think about appropriate uses of
games in their business, it is actually a very helpful book - it doesn't
give a blueprint for what a company should do, but it definitely does make a strong case for what to consider when starting to think about the challenge. (This should be taken as very high praise, since I don't read business books, ever, preferring instead to mock them viciously.) Some stuff I particularly liked:

Given that there are two authors, the tone is amazingly consistent. I
thought the writing was excellent - I was buoyed along by how fluid and smart it was. On a related note, I loved how funny the book was - I started reading it in my gym and kept hooting with laughter on the elliptical. "Those sights include underground cities, murky swamps,... Read more
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2 of 2 people found the following review helpful
5.0 out of 5 stars On the bleeding edge- an introduction to our future of work, learning, and interacting., January 25, 2010
By 
Dan Burleigh (Maple Valley, Washington) - See all my reviews
(REAL NAME)   
This review is from: Changing the Game: How Video Games Are Transforming the Future of Business (Hardcover)
A very good, broad view of many trends and technologies that are changing the way information is shared and value is built in business and broader society. The first part of the book was a an overview of the new technologies or mechanisms individuals and organizations are using, so it was a bit general (overview of wisdom of crowds concepts, console industry, etc) but then the authors did a very nice job of tying it all together.

You may be familiar with some of these new services or game types but probably not all of them. I was especially excited to read about Ross Smith, a test leader in the security group that I know- he really is an innovator and the reference to Ross and his work really speaks to how current and valid the research in this book is. I found the book to be very valuable and thought provoking. I highly recommend it!
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2 of 2 people found the following review helpful
5.0 out of 5 stars (Video) games people play at work, December 7, 2009
By 
Rolf Dobelli "getAbstract" (Switzerland) - See all my reviews
(TOP 1000 REVIEWER)    (HALL OF FAME REVIEWER)    (REAL NAME)   
This review is from: Changing the Game: How Video Games Are Transforming the Future of Business (Hardcover)
Video games are so commonplace that you probably don't see them as a launching pad to the next frontier of innovation, but David Edery and Ethan Mollick will make you think twice about that. They present an eloquent, persuasive case for the enormous potential that video games have to transform business. The authors illustrate the way that a growing number of organizations are utilizing virtual worlds to advertise their goods and services, train their workers and attract potential employees. They'll amaze you as they recount how rapidly video games have progressed since Pac-Man and Space Invaders first appeared in bowling alley arcades. getAbstract applauds the authors' scholarship and research, and their ability to illuminate this topic for a corporate audience. Anyone involved in technology innovation, or personnel training and management, could learn a lot by playing along. Video games are serious business and they generate serious money.
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Table of Contents

Part I: Introduction 1

Chapter 1: An Introduction to Games, and Why They Matter 3

Part II: Games and Customers 33

Chapter 2: Advertising "In" and "Around" Games 37

Chapter 3: Advergames 55

Chapter 4: Adverworlds, Second Life, and Blurred Reality 75

Part III: Games and Employees 97

Chapter 5: Better Employees through Gaming 101

Chapter 6: Three Skills for an Interconnected World 115

Chapter 7: Games and Recruiting 139

Part IV: Games and the Future of Business 155

Chapter 8: Games for Work, Games at Work 157

Chapter 9: User Innovation Communities 171

Chapter 10:  Why Gamers are Better than Computers, Scientists, and Governments 187

Games Index 203

Index 207

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