Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business.
"Informative, useful book on games and business"
Unleash user-driven innovation beyond your wildest imagination, for a fraction of the cost of creating it yourself! Following its release, fans invested $16.5 million of labor in the World War II game Battlefield 1942 - for free. Game companies have spent years learning to channel user passion into mutually beneficial work. These lessons are increasingly important to every industry, because games aren't the only products that attract communities of user innovators.
Innovate: You hear the word, but what does it mean and how can you do it? Let the expert authors from FT Press, including Jim Champy and Robert Brunner, not only define innovation, but teach you how to succeed at it.