Annotations


In the book, we argue that games must be played to be truly understood, or, at the very least, they must be carefully observed.  The Annotated Changing the Game is the place where we provide links to playable versions of games mentioned in the book, as well as screenshots, videos, and further readings that could be useful. The book also has extensive references and endnotes, which are not reproduced here.

The annotations are divided into four parts, just as our book is:

PART I: INTRODUCTION
Chapter 1: An Introduction to Games, and Why They Matter

PART II: GAMES AND CUSTOMERS
Chapter 2: Advertising “In” and “Around” Games
Chapter 3: Advergames
Chapter 4: Adverworlds, Second Life, and Blurred Reality

PART III: GAMES AND EMPLOYEES
Chapter 5: Better Employees through Gaming (using games to train employees)
Chapter 6: Three Skills for an Interconnected World
Chapter 7: The Talent Game (using games to recruit employees)

PART IV: GAMES AND THE FUTURE OF BUSINESS
Chapter 8: Games for Work, Games at Work (using games to improve productivity)
Chapter 9: Innovating through Communities
Chapter 10: Why Gamers are Better than Computers, Scientists, and Governments (using games to solve hard problems)

Changing the Game (order via Amazon or B&N) is a fast-paced tour of the many ways in which games, already an influential part of millions of people’s lives, have become a profoundly important part of the business world. From connecting with customers, to attracting and training employees, to developing new products and spurring innovation, games have introduced a new level of fun and engagement to the workplace.

Changing the Game introduces you to the ways in which games are being used to enhance productivity at Microsoft, increase profits at Burger King, and raise employee loyalty at Sun Microsystems, among other remarkable examples. It is proof that work not only can be fun--it should be.