Play at work
how games inspire breakthrough thinking
Play at work
how games inspire breakthrough thinking
Book - 2013
"Once thought to be nothing more than diversions for children and nerds, games have become an integral part of everyday life. Educators are trying to make learning more fun by introducing games into the classroom while cutting-edge managers are doing the same in the workplace. Doctors, scientists, and entrepreneurs are deploying games to help solve some of the world's most pressing problems. But according to Adam Penenberg, it's not the games themselves that improve our lives, but rather smart game design and its impact on the brain that can lead us to become immersed in a task we find enjoyable. The individuals and institutions that have used games to achieve this effect are often rewarded with astounding results"--
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Holdings -
Indian Trail
| Barcode | Status | Material Type | CallNumber |
|---|---|---|---|
| 37413314909252 | Sẵn có | Non-fiction | 658.4035 PENENBE |
| Tác giả chính: | |
|---|---|
| Định dạng: | Sách |
| Ngôn ngữ: | English |
| Được phát hành: |
New York :
Portfolio/Penguin,
c2013.
|
| Những chủ đề: |
MARC
| LEADER | 00000cam a2200000 a 4500 | ||
|---|---|---|---|
| 001 | 507466 | ||
| 005 | 20210307081700.0 | ||
| 008 | 130725s2013 nyu b 001 0 eng | ||
| 010 | |a 2013024878 | ||
| 019 | |a 818953801 | ||
| 020 | |a 9781591844792 (hardback) | ||
| 020 | |a 1591844797 (hardback) | ||
| 035 | |a (OCoLC)854512593 |z (OCoLC)818953801 | ||
| 040 | |a DLC |b eng |c DLC |d YDX |d OCLCO |d IEP |d YDXCP |d CLE |d CGP |d BTCTA |d BDX |d UKMGB | ||
| 042 | |a pcc | ||
| 049 | |a UAGA | ||
| 082 | 0 | 0 | |a 658.4/0353 |2 23 |
| 092 | 0 | |a 658.4035 PENENBE | |
| 100 | 1 | |a Penenberg, Adam L. | |
| 245 | 1 | 0 | |a Play at work : |b how games inspire breakthrough thinking / |c Adam L. Penenberg. |
| 260 | |a New York : |b Portfolio/Penguin, |c c2013. | ||
| 300 | |a 244 p. ; |c 24 cm. | ||
| 520 | |a "Once thought to be nothing more than diversions for children and nerds, games have become an integral part of everyday life. Educators are trying to make learning more fun by introducing games into the classroom while cutting-edge managers are doing the same in the workplace. Doctors, scientists, and entrepreneurs are deploying games to help solve some of the world's most pressing problems. But according to Adam Penenberg, it's not the games themselves that improve our lives, but rather smart game design and its impact on the brain that can lead us to become immersed in a task we find enjoyable. The individuals and institutions that have used games to achieve this effect are often rewarded with astounding results"-- |c Provided by publisher. | ||
| 504 | |a Includes bibliographical references (p. 207-236) and index. | ||
| 505 | 0 | |a Gameful design -- Serious play -- Games at work. | |
| 650 | 0 | |a Management games. | |
| 650 | 0 | |a Creative thinking. | |
| 650 | 0 | |a Problem solving. | |
| 650 | 0 | |a Play. | |
| 650 | 0 | |a Work environment. | |
| 998 | |a 2013.11.14 | ||
| 999 | f | f | |i 83e23cae-30c4-52dd-b9c2-5cb5049d0bfc |s 30284628-3783-5c88-8737-08d6441e1e5b |t 0 |
| 952 | f | f | |p Standard Circulation |a City of Spokane |b Spokane Public Library |c Branches |d Indian Trail |t 0 |e 658.4035 PENENBE |h Dewey Decimal classification |i Non-fiction |m 37413314909252 |