The book 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; and to supercharge productivity. It is written for a general audience, and includes a wide variety of case studies, practical tips, and warnings of pitfalls to avoid when creating or using video games for business purposes.
Reviewed positively in The Economist, Inc. Magazine and The Financial Times, it’s written by David Edery (pictured), Worldwide Games Portfolio Manager for Microsoft's Xbox Live Arcade and Ethan Mollick, studies innovation and entrepreneurship at the MIT Sloan School of Management.
You can read the first of our three excerpts here, which looks at how companies are using games to reward employee performance.


