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Got Game: How the Gamer Generation Is Reshaping Business Forever Hardcover – Oct 1 2004

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Product Details

  • Hardcover: 202 pages
  • Publisher: Harvard Business Press; 1 edition (Oct. 1 2004)
  • Language: English
  • ISBN-10: 1578519497
  • ISBN-13: 978-1578519491
  • Product Dimensions: 23.6 x 16.2 x 2.3 cm
  • Shipping Weight: 499 g
  • Average Customer Review: Be the first to review this item
  • Amazon Bestsellers Rank: #2,628,220 in Books (See Top 100 in Books)
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Product Description

From Publishers Weekly

Those who are looking for a contrarian view of video games will find it in these pages. While many parents fret about their children’s minds turning to goo as they squander hour after hour absorbed in electronic diversion, the authors argue that gamers glean valuable knowledge from their pastime and that they’re poised to use that knowledge to transform the workplace. Beck (The Attention Economy: Understanding the New Currency of Business) and Mitchell (DoCoMo—Japan’s Wireless Tsunami: How One Mobile Telecom Created a New Market and Became a Global Force) base their claims on an exclusive survey of approximately 2000 business professionals. That survey, say the authors, provides the first data showing a direct, statistically verifiable link between digital games and professional behavior in the workplace. The authors express their analysis in clean, crisp prose devoid of jargon, making it accessible for non-gamers, especially non-gamers who are managers. "Gamers believe that winning matters," Beck and Wade contend, and gamers also place "a high value on competence—wanting to be an expert in the first place"—all of which makes the video game generation, estimated by the authors to be some 90 million strong, an influential force in the work place. The book touches on a handful of other ways in which gamers differ from non-gamers and provides suggestions on how employers can take advantage of their unique values and skills. Some readers may find themselves grinding their teeth at many of the authors’ upbeat conclusions about the benefits video game players will bring to the business world, but most will find the pair’s findings fascinating and provocative.
Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved.


"Got Game deserves credit for drawing attention to an 200 bright and breezy pages." -- The Financial Times, 21 October, 2004

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Most Helpful Customer Reviews on (beta) 4.2 out of 5 stars 35 reviews
5.0 out of 5 stars Hope for the future of gamers....... Aug. 13 2015
By Stevon - Published on
Format: Hardcover Verified Purchase
I bought this book 10 years ago when my high school aged son was devoting all of his energies to World of Warcraft. My wife and I were looking for hope for the future when we came across this book. We learned that he might have been learning project management skills that would hold him in good stead when he got a meaningful job, hoping, in fact, that he would. Today he is a Software Engineer at Amazon! There is hope out there parents.
3 of 3 people found the following review helpful
5.0 out of 5 stars Got Game Oct. 11 2004
By L. Smith - Published on
Format: Hardcover Verified Purchase
As an over-achieving boomer who barely took time for fun, let alone games, I feel I have been introduced to a whole new world by reading Got Game. I have raised, taught, and managed gamers without knowing the extent to which they functioned in a world very different from my own. Oh, we all recognize the concept of "generation gap", but even so we don't often have the opportunity to have the details of that gap explained to us in the enjoyable way we do by reading Got Game. Beck and Wade make the exploration of the gaming phenomenon an insightful and fun journey into the minds of people we work with, or perhaps even members of our own families. It was a real wake-up call. I've even been phoning my own now-professional children to ask them about their gaming experiences.

As a former college-level business instructor, I see an important application for this book not only in business but in business education. It should be on the must-read list of all educators.

One more thing--I've decided I have to get a Game Boy!
1 of 2 people found the following review helpful
3.0 out of 5 stars Good but doesn't add a lot to the literature July 2 2008
By Don McGowan - Published on
Format: Paperback Verified Purchase
I work in the video game industry and so have an awful lot of experience with people whose lives have been shaped by video games - they develop them for a living. This book purports to describe the thought processes of a generation that has had its lives and thoughts shaped by video games. If the insights in this book are true, then I should be working at Ground Zero. This puts me in a good position for negative proof of this book: if I don't see the personality traits in this book represented in the people with whom I work, then there's a good chance that the book isn't totally accurate.

I don't see most of these personality traits in the people with whom I work. Some yes, but not all. That makes this book a bit suspect.

That said there are a couple of good thoughts in this book. For example, the idea that people who have grown up with games might believe that they can solve any problem themselves (and that there is a solution out there) is something I haven't seen anywhere else. And certainly the people with whom I work are able to form themselves into teams and do teamwork. But the book is so devoid of actual data that I can't tell whether the authors' conclusions in this or any other regard are based upon solid foundations or pure conjecture.

I read this just after Grand Theft Childhood. Buy that first. Buy this to round out the library if you still need.
12 of 13 people found the following review helpful
5.0 out of 5 stars You'll either love it or hate it. I loved it. May 3 2005
By J. David Evans - Published on
Format: Hardcover Verified Purchase
To start, it's not about how it's OK to hole-up and game all day. But it does make a solid case for gaming---and that means your current point-of-view is to going to quickly shape your reaction to this book. But hang in there...because you really can't ignore the truth of the impact on risk-taking, perseverance, innovation...and it's role in shaping managers. No matter how you feel about gaming...and whether you game or not...this book provides and insightful look into what's shaping the next crop of managers. Resource scarcity shaped my grandfather; the boundless optimism of the 50s shaped my Dad. TV and "instant solutions" (read "this quarter...") shaped me. Games are shaping my son. I think he's the one to watch.
4.0 out of 5 stars Intergenerational Reading Sept. 9 2005
By Kevin Ryan - Published on
Format: Hardcover Verified Purchase
If you are over 34 and want to understand how those young multitaskers manage their hectic lives, and if you are under 34 and want to understand how those mono-attentional dinosaurs maintain concentration, this book is for you.

This book is a good balance of conjecture and data derived from a large questionnaire.