000 | 01507cam a2200337 a 4500 | ||
---|---|---|---|
001 | 2009035808 | ||
003 | DLC | ||
005 | 20100409111734.0 | ||
008 | 090918s2009 mau b 001 0 eng | ||
010 | _a 2009035808 | ||
015 |
_aGBA930751 _2bnb |
||
016 | 7 |
_a014937782 _2Uk |
|
020 | _a9781422146576 | ||
020 | _a142214657X | ||
040 |
_aDLC _cDLC _dC#P _dUPZ _dCDX _dUKM _dDLC |
||
050 | 0 | 4 |
_aHM1086 _b.R44 2009 |
082 | 0 | 0 |
_a303.48/33 _222 |
100 | 1 |
_aReeves, Byron, _d1949- |
|
245 | 1 | 0 |
_aTotal engagement : _busing games and virtual worlds to change the way people work and businesses compete / _cByron Reeves, J. Leighton Read. |
260 |
_aBoston, Mass. : _bHarvard Business Press, _cc2009. |
||
300 |
_ax, 274 p. ; _c25 cm. |
||
504 | _aIncludes bibliographical references and index. | ||
505 | 0 | _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. | |
650 | 0 | _aGroup games. | |
650 | 0 | _aGroup relations training. | |
650 | 0 | _aTeams in the workplace. | |
650 | 0 | _aPlay. | |
650 | 0 | _aWork environment. | |
700 | 1 | _aRead, J. Leighton. | |
952 |
_w2010-07-16 _p2000000466 _v18.94 _r2012-02-01 _40 _eCoutts _00 _bSKOLKOVO _10 _oHM1086 .R44 _d2010-07-16 _t1 _70 _cSHE _g18.94 _yBK _aSKOLKOVO |
||
999 |
_c1827 _d1827 |