| 000 | 01833cam a22003374a 4500 | ||
|---|---|---|---|
| 003 | OCoLC | ||
| 005 | 20251028092207.0 | ||
| 008 | 050503s2004 maua b 001 0 eng | ||
| 001 | ocm55870993 | ||
| 010 | _a 2004014450 | ||
| 015 |
_aGBA447825 _2bnb |
||
| 016 | 7 |
_a012942943 _2Uk |
|
| 020 | _a1578519497 (alk. paper) | ||
| 035 | _a(Sirsi) i9781578519491 | ||
| 035 | _a(Sirsi) i9781578519491 | ||
| 035 | _a(Sirsi) i9781578519491 | ||
| 035 | _z(Sirsi) 150476 | ||
| 040 |
_aDLC _cDLC _dYDX _dUKM _dEYE _dVF$ |
||
| 042 | _apcc | ||
| 050 | 0 | 0 |
_aGV 1469.3 _b.B43 2004 |
| 100 | 1 | _aBeck, John C. | |
| 245 | 1 | 0 |
_aGot game : _bhow the gamer generation is reshaping business forever / _cJohn C. Beck, Mitchell Wade. |
| 260 |
_aBoston : _bHarvard Business School Press, _cc2004. |
||
| 300 |
_ax, 202 p. : _bill. ; _c25 cm. |
||
| 504 | _aIncludes bibliographical references and index. | ||
| 505 | 0 | _aIntroduction: Planet of the Rotting Minds? ... How Video Games Forged the Next Baby Boom -- Space Invader: How Games Became So Important Without the Rest of Us Noticing -- Sex, Violence, and Stereotypes: What We Worry About In Games ... And Why We Don't Need To -- Not the Real World: How the Experience of Gaming Differs From Just About Everything Else ... and Why That Makes Gamers Different -- Want 'Tude With That?: How Gamers' Values and Skills Shape Their Professional Performance -- Play Nice: After All That Time Alone, Can Gamers Be Great Team Players? -- Win or Go Home: How Video Games Built ROI Into This Generation's DNA -- Gamers On Top: What To Expect From Gamers as Executives -- Press Start to Continue: What's Next For Gamers--and Us. | |
| 650 | 0 |
_aVideo games _xEconomic aspects. |
|
| 700 | 1 | _aWade, Mitchell. | |
| 856 | 4 | 1 |
_3Table of contents _uhttp://www.loc.gov/catdir/toc/ecip0419/200401445 0.html |
| 999 |
_c97072 _d97072 |
||