Abstract

Can the workplace be more productive by including avatars, three-dimensional environments, and participant-driven outcomes? This grounded and thought-provoking book by Byron Reeves and Leighton Read proves that it is not only possible, it is inevitable. Implementing components of multiplayer computer games in the workplace will address a host of age-old problems. Games can not only stem boredom and decrease turnover, but also enhancee collaboration and encourage creative leadership. Games require extraordinary teamwork, elaborate data analysis and strategy, recruitment and retention of top players, and quick decision making. Recreating some elements of games - such as positioning tasks within stories, creating internal economies, and implementing participant-driven communication systems - can not only boost employee engagement but overall productivity. Of course, the strong psychological power of games can have both positive and negative consequences for the workplace. That's why it's important to put them into practice correctly from the beginning - and Reeves and Read explain how by showing which good design principles are a powerful antidote to the addictive and stress-inducing potential of games. Supported by specific case studies and years of research, Total Engagement will completely change the way you view both work and play.

Keywords

Work (physics)MetaverseBusinessSociologyPublic relationsAdvertisingComputer scienceVirtual realityPolitical scienceEngineeringHuman–computer interaction

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Publication Info

Year
2010
Type
article
Volume
47
Issue
08
Pages
47-4510
Citations
412
Access
Closed

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Social media, news, blog, policy document mentions

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Cite This

Byron Reeves, J. Leighton Read (2010). Total engagement: using games and virtual worlds to change the way people work and businesses compete. Choice Reviews Online , 47 (08) , 47-4510. https://doi.org/10.5860/choice.47-4510

Identifiers

DOI
10.5860/choice.47-4510