21

Bringing Game Models To The Workplace

  • View
    1.259

  • Download
    1

Embed Size (px)

DESCRIPTION

Sixty-one percent of CEOs, CFOs and other senior executives take daily game breaks while at work. More than 183 million people in the United States describe themselves as active gamers (individuals who in surveys report that they play computer or video games "regularly" - on average, thirteen hours per week). With this significant dedication of time and resources to virtual worlds, isn't it high time we start bringing elements of gaming into the boardroom?

Citation preview

Page 1: Bringing Game Models To The Workplace
Page 2: Bringing Game Models To The Workplace
Page 3: Bringing Game Models To The Workplace
Page 4: Bringing Game Models To The Workplace
Page 5: Bringing Game Models To The Workplace
Page 6: Bringing Game Models To The Workplace
Page 7: Bringing Game Models To The Workplace
Page 8: Bringing Game Models To The Workplace
Page 9: Bringing Game Models To The Workplace
Page 10: Bringing Game Models To The Workplace
Page 11: Bringing Game Models To The Workplace
Page 12: Bringing Game Models To The Workplace
Page 13: Bringing Game Models To The Workplace
Page 14: Bringing Game Models To The Workplace
Page 15: Bringing Game Models To The Workplace
Page 16: Bringing Game Models To The Workplace
Page 17: Bringing Game Models To The Workplace
Page 18: Bringing Game Models To The Workplace
Page 19: Bringing Game Models To The Workplace
Page 20: Bringing Game Models To The Workplace
Page 21: Bringing Game Models To The Workplace