The Kids are Alright: How the Gamer Generation is Changing the Workplace | 
enlarge | Authors: John C. Beck, Mitchell Wade Publisher: Harvard Business School Press Category: Book
List Price: $14.95 Buy Used: $0.01 You Save: $14.94 (100%)
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Rating: 33 reviews Sales Rank: 197943
Media: Paperback Edition: 1 Number Of Items: 1 Pages: 204 Shipping Weight (lbs): 0.5 Dimensions (in): 8.1 x 5.4 x 0.8
ISBN: 1422104354 Dewey Decimal Number: 658 EAN: 9781422104354 ASIN: 1422104354
Publication Date: November 1, 2006 Availability: Usually ships in 1-2 business days Shipping: Expedited shipping available Shipping: International shipping available Condition: small tear in cover over binding GOOD with average wear to cover and pages. We offer a no-hassle guarantee on all our items. Orders generally ship by the next business day. Default Text
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Product Description Think video games are kids' stuff? Think again. According to authors John C. Beck and Mitchell Wade all those hours immersed in game culture have created masses of employees with unique attributes. This new generation that's ninety-million strong has an amazing ability to multitask, solves problems creatively, and brings unexpected leadership to the table. But to tap these skills, we need to understand and appreciate the different ways gamers think and behave. "The Kids Are Alright" dispels common myths about gamers and reveals them as committed, team-oriented people who play to win.
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| Customer Reviews: Read 28 more reviews...
Interesting thesis July 31, 2008 I found this book to be an interesting read. I'm not sure I buy into their thesis that the gamer generation is different, due to growing up with electronic games, but they did make a good case for it.
The book was well written and engaging. As a gamer myself, it was interesting to read how they feel gaming changes how players view the world. As an older gamer, however, I supposedly have not experienced the full impact as much as those to who video games were a ubiquitous part of childhood.
Good but doesn't add a lot to the literature July 2, 2008 I work in the video game industry and so have an awful lot of experience with people whose lives have been shaped by video games - they develop them for a living. This book purports to describe the thought processes of a generation that has had its lives and thoughts shaped by video games. If the insights in this book are true, then I should be working at Ground Zero. This puts me in a good position for negative proof of this book: if I don't see the personality traits in this book represented in the people with whom I work, then there's a good chance that the book isn't totally accurate.
I don't see most of these personality traits in the people with whom I work. Some yes, but not all. That makes this book a bit suspect.
That said there are a couple of good thoughts in this book. For example, the idea that people who have grown up with games might believe that they can solve any problem themselves (and that there is a solution out there) is something I haven't seen anywhere else. And certainly the people with whom I work are able to form themselves into teams and do teamwork. But the book is so devoid of actual data that I can't tell whether the authors' conclusions in this or any other regard are based upon solid foundations or pure conjecture.
I read this just after Grand Theft Childhood. Buy that first. Buy this to round out the library if you still need.
Somewhat insightful, but needs an update February 9, 2008 While there are some good points made in this book, it was hard to get past the outdated nature of the examples and data that is included. References to consoles stop at the Gamecube/Xbox/PS2, and EverQuest is the "big MMORPG" they explain to the non-gamers. I think it would be very interesting to see how the data in this book may have changed with the Nintendo DS and Wii causing a larger amount on traditional non-gamers to get involved. Overall there are some good conclusions drawn that can be helpful for the non-gamer to understand their counterparts better, but a refresh is definitely in order.
dishonest August 5, 2007 0 out of 2 found this review helpful
It is profoundly dishonest to have published this book under a different title--with no warning in the book--than Got Game. It is the same book. This is simply an unethical publishing practice. Got Game was a good book and it is sad to see a business press and two authors engage in this level of deceit. It simply entices people to buy the book again, thinking it a new book--based on what was respect for the author previous work.
Good insight into the younger generation July 9, 2007 1 out of 1 found this review helpful
This book had me from the beginning with the Socrates quote. I really like how the authors broke the generation down to how they think. The authors are part of another generation (as I am) and the comparisons are right on the money. While the entire reason the young adults (those under 30) are the way they are cannot be attributed to video games (IMHO), it does account for a lot of their thought process. They talk about this generation's "acclimation to failure" - as in video games, when game is over, no problem - just start another game! If this generation seems arrogant, it is just their reality - they may over estimate their talents, but they will work to meet their expectations. To just name a few. While I thought the book was good, it failed to be great for several reasons. One, the print seemed big - like they were trying to fill space. This thought was confirmed about 3/4 through the book, where it seemed they were repeating themselves. I recommend the book, but not as a stand alone. It is a good introduction and it appears to be backed by data. (All data was obtained by survey. Authors provide an appendix and bibliograpy.) If you want to know how the younger generation thinks - this is a great first book on the subject.
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