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Part I: Introduction 1 Chapter 1: An Introduction to Games, and Why They Matter 3 Part II: Games and Customers 33 Chapter 2: Advertising In and Around Games 37 Chapter 3: Advergames 55 Chapter 4: Adverworlds, Second Life, and Blurred Reality 75 Part III: Games and Employees 97 Chapter 5: Better Employees through Gaming 101 Chapter 6: Three Skills for an Interconnected World 115 Chapter 7: Games and Recruiting 139 Part IV: Games and the Future of Business 155 Chapter 8: Games for Work, Games at Work 157 Chapter 9: User Innovation Communities 171 Chapter 10: Why Gamers are Better than Computers, Scientists, and Governments 187 Games Index 203 Index 207
A Wed, study studied this question.