TY - BOOK AU - Penenberg,Adam L. TI - Play at work: how games inspire breakthrough thinking SN - 9781591844792 AV - HD 30.26 .P46 2013 U1 - 658.4/0353 23 PY - 2013/// CY - New York PB - Portfolio Hardcover KW - Management games KW - Creative thinking KW - Problem solving KW - Play KW - Work environment KW - Problem Solving KW - Play and Playthings KW - Jeux d'entreprise KW - play (recreation) KW - aat KW - BUSINESS & ECONOMICS KW - Workplace Culture KW - bisacsh KW - Organizational Behavior KW - General KW - cct KW - fast KW - Innovation KW - gnd KW - Inspiration KW - sao KW - Drama KW - lcgft N1 - Includes bibliographical references (pages 207-236) and index; Gameful design. This is your brain on games ; Mass organizer ; The red balloon game ; The wisdom of cars ; Anyone can be an inventor -- Serious play. that's edutainment! ; Wii-hab ; Blinded me with science ; Med-sims -- Games at work. New world order ; Customer feedback loops ; The bug tester N2 - "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"--; "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"-- ER -