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  1. Play at work
    how games inspire breakthrough thinking
    Published: 2013
    Publisher:  Portfolio/Penguin, New York, NY

    "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... more

    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
    PSY 559.9:YD0001
    Unlimited inter-library loan, copies and loan

     

    "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"-- "A fascinating look at how games can help us learn, create, and innovate 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. Drawing on the latest brain science on attention and engagement plus his own firsthand reporting, Penenberg shows how organizations like Google, Microsoft, hospitals, and the military have used game design in bold new ways"--

     

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781591844792
    RVK Categories: QP 210
    Subjects: Management games; Creative thinking; Problem solving; Play; Work environment
    Scope: 244 p, 24 cm
    Notes:

    Includes bibliographical references (p. 207-236) and index

  2. Development of a causal framework linking high performance HRM practices, positive psychological capital, creative behaviors and performance
    Published: 2013
    Publisher:  IIMA, Ahmedabad

    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    Keine Speicherung
    No inter-library loan
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Online
    Series: Working paper / Indian Institute of Management Ahmedabad ; 2013,03,05
    Subjects: Work environment; Performance standards; Personality and creative ability
    Scope: Online-Ressource (36 S.)
  3. Play at work
    how games inspire breakthrough thinking
    Published: 2013
    Publisher:  Portfolio/Penguin, New York, NY

    "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... more

    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
    PSY 559.9:YD0001
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Mannheim
    2014 A 0284
    Unlimited inter-library loan, copies and loan

     

    "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"-- "A fascinating look at how games can help us learn, create, and innovate 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. Drawing on the latest brain science on attention and engagement plus his own firsthand reporting, Penenberg shows how organizations like Google, Microsoft, hospitals, and the military have used game design in bold new ways"--

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781591844792
    Other identifier:
    9781591844792
    RVK Categories: QP 210
    Subjects: Management games; Creative thinking; Problem solving; Play; Work environment
    Scope: 244 S., 24 cm
    Notes:

    Includes bibliographical references (p. 207-236) and index