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The must-read summary of David Edery and Ethan Mollick's book: "Changing the Game: How Video Games Are Transforming the Future of Business".

This complete summary of the ideas from David Edery and Ethan Mollick's book "Changing the Game" shows how the video game sector has become an enormous business and is about to enter yet another phase of growth as companies begin to use games to revolutionize the way they interact with customers and attract new employees. In their book, the authors explain that it is time to get up to speed with what gaming is already achieving and make your company a part of it. By reading this summary, you will find out the benefits of using video games to get your message across and what they can do for your business.

Added-value of this summary:
• Save time
• Understand key concepts
• Expand your business knowledge

To learn more, read "Changing the Game" to discover how you can be part of the video game revolution and benefit your company.

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Seitenzahl: 39

Veröffentlichungsjahr: 2013

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Book PresentationChanging The Game by David Edery and Ethan Mollick

Summary of Changing The Game (David Edery and Ethan Mollick)

Book PresentationChanging The Game by David Edery and Ethan Mollick

Book Abstract

MAIN IDEA

Video games are big business. The revenues of the video game industry have already surpassed Hollywood box office revenues and will very soon eclipse the revenues of the music industry. Major game releases can earn now more than $170 million in their first 24 hours of release – even more than Hollywood blockbusters. And yet for all these impressive numbers, the video game industry is just about to enter a new phase of growth once again as companies begin to use games to revolutionize the way they interact with customers and attract new employees.

Smart companies are now using video games to achieve three basic business aims:

Many of these game applications have already been in use for a number of years. As next-generation games come along, they will be used to spur innovation and better harness the collective brainpower of the entire organization.

In all, the use of games to achieve serious business aims remains an untapped resource for many companies. It’s time to get up to speed on what gaming is already achieving and get on the bandwagon. Ultimately, it’s not at all hard to envisage a future where games will influence every aspect of the corporate landscape from how you sell products and services, how you choose a career and get hired by some company right through to how you perform your daily work functions.

“Games can make it fun for employees to learn how to manage a supply chain. Games can encourage customers to voluntarily spend hours learning about the future of a product. Games can encompass massive economies of virtual goods and services that are worth billions of real-world dollars. All of this – and much more – is happening right now at the intersection of business and games, and the forward-thinking companies at that junction have already begun to reap great rewards of their effort. Games are transforming the nature of work and play in so many ways that, whether you work in a business, governmental organization, or non-profit, you can almost certainly find a way to take advantage of games to better accomplish your goals. So, are you ready to play?”

– David Edery and Ethan Mollick

About the Author

DAVID EDERY is the worldwide games portfolio manager for Microsoft’s Xbox Live Arcade. He is also a research affiliate for the MIT Comparative Media Studies Program. Mr. Edery is a co-founder of the Convergence Culture Consortium which is a research partnership which involves corporations like MTV Networks and Turner Broadcasting. He is a graduate of MIT and Brandeis University.

ETHAN MOLLICK is a business consultant. He has worked on a number of software development projects which use games for teaching and training purposes. Mr. Mollick, a graduate of MIT and Harvard University, founded eMeta Corporation which grew to be the world’s largest supplier of software for selling content online before it was acquired by Macrovision in 2006. Mr. Mollick also worked for the Defense Advanced Research Projects Agency on its DARWARS project.

The Web site for this book is at www.changingthegamebook.com.

Important Note About This Ebook

This is a summary and not a critique or a review of the book. It does not offer judgment or opinion on the content of the book. This summary may not be organized chapter-wise but is an overview of the main ideas, viewpoints and arguments from the book as a whole. This means that the organization of this summary is not a representation of the book.

Summary of Changing The Game (David Edery and Ethan Mollick)

1. Change how companies interact with customers and prospective customers

More and more, games are being used to transform the way customers interact with mature, mainstream companies. Games have become tools companies use to connect with their customers in all kinds of interesting and creative ways. Some of the specific techniques now in use include:

Placing advertisements in and around gamesSpecial advergames which promote the brandHarnessing the power of virtual worlds

All of these techniques, when combined, have the effect of blurring the lines between reality and a fantasy world which exists only in the mind of consumers. Companies are becoming quite sophisticated in their use of games to create awareness.

Video games are a fairly young industry:

They were first built by computer programmers who were working on the huge mainframe computers in the 1950s. Generally speaking, these programmers tended to build their games on the sly because their bosses didn’t like computer resources being used in this manner.Video games first became popular as arcade games in the late 1970s and 1980s. The iconic Pac-Man and Space Invader