This book is a rare example of a business book that is really enjoyable, immediately practical, and generally inspirational - think "The Tipping Point" meets "Good to Great" meets Super Mario Brothers. In a relatively short 6 hours, I was introduced to a range of video games, and shown how they can be used for everything from selling products to coming up with new innovations. The first hour is an introduction to games, with an overview of a variety of different game types. The next couple hours cover games for marketing, including some really cool examples in which real products were incorporated into games, and others where virtual items were turned real products. The next hour and a half focus on games for training and recruiting, with some neat cases from the military and Google. The final two hours show how games are going to be an important part of the future of business, giving examples of games being used to motivate people to work, to innovate, and even how games are being used to predict the future. Examples abound, and there are lots of good facts and figures.
The book is informative, but even better, this book is fun! The authors have a sense of humor, keeping things light even as they provide lots of information. And there are tons of interesting ideas, entertaining examples, and amazing pieces of information (did you know people spent 9 billion man-hours in 2003 playing Windows Solitaire alone?).
So, if you have a job dealing with marketing, product development, HR, strategy, or innovation, this is pretty much a must-read for understanding the future. If you just like games, you will find this a terrific read from people who know what they are talking about. And even if you don't fall into either of these categories, you will still find this book an interesting and fun introduction to the topic. My favorite book on Audible so far!
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