Got Game: How the Gamer Generation Is Reshaping Business Forever
By John C. Beck, Mitchell Wade. 2004
298 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/3e9edb98449eadbc1b44a0d4876e53fc845107f2
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Nicolas Ducheneaut
- N. Yee
- Amy E. Colbert
- Eric Nickell
- Robert J. Moore
- Gerard George
- Tina Matuchniak
- Mark Warschauer
Citations in the corpus
- The life and death of online gaming communities: a look at guilds in world of warcraft (2007, background): “For instance, it has been argued that the “video game generation” is acquiring valuable knowledge from games that will help them transform the workplace [3].”
- New Technology and Digital Worlds: Analyzing Evidence of Equity in Access, Use, and Outcomes (2010, background): “Beck and Wade (2004).”
- The Digital Workforce and the Workplace of the Future (2016, background): “Survey data reported by Beck and Wade (2004) show that this experience of learning from failure may cause gamers to be more willing to take risks than nongamers, even outside the gaming context.”
- From Content to Context: Videogames as Designed Experience (2006, unknown): “However, these studies are largely overlooked by educators (Beck & Wade, 2004).”