Gamer Generation

Categories: GenerationVideo Game

The book “Got Game; How the Generation is reshaping Business Forever by John Beck and Mitchell Wade explains and promises how players will be able to learn skills from video games and how these can be utilize as businesses. At the same time how businesses can harness these skills and the way gamer idiosyncrasies shape the business. (Beck,Wade 2004) However, as I content analyze the book what it gave me is the notion that it offers hyperbolic claims on how this unreal typical games operates in the wold of business.

Got game is beneficial for people who are unfamiliar with video games because it explains the available positives from video games. It is most useful in depicting inaccuracies of how non-gamers view games and gamers. It also catches my interest because of the benefits of video games and the Learning games initiative, Serious Games initiative and Games for the Health initiative. divided into eight chapters, primary point of the book is on gaming and business.

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Analys of typical gamers

Beck and Wade's introduction and first chapter situates analysis of typical gamers and their relation to businesses and the growth of video game industry. Their assumptions are about the business strategies of the dotcom boom and bust and defining a typical gamer. They strongly believe that “Its all about competition, relationships are structured, young people rule, people are simple. ” These bits are accurate at some points since in most part of the book, these details are inaccurate for the most part. Benefits from game-play,typical attributes of gamers and the

Got Game Reaction Paper 2 connection to the typical business world and other new possibilities for the typical business world is furthered discussed from chapter three to eight.

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Statements relating to gamers and workers production ranges on those chapters. "All that experience with video games has made these people more passionate about adding value" (Beck,Wade 2004,p. 78) to generalizations on gamer-worker loyalty, "Odds are that the more you played games as a youngster, the more you care about the company you work for"(Beck,Wade 2004,p.84).

The astonishingly high percentage of game-players

Considering the astonishingly high percentage of game-players that the writers note in the earlier chapters, it is just these sort of generalizations that mark the book as inaccurate and ineffective. As the book promised to focus more on gamings effect to businesses, its interesting insights are more on facts that was published and how gaming studies is invading all the aspects of popular culture and that those unfamiliar with games are in the market for basic primers.

Got game could be an interesting note in game studies and gaming and popular culture. but talking about actual content in accuracy and information, this book fails with flair because the writers advises managers handling gamers:Give Game Boys to your board, If they're ever going to understand the customers, staff, and executives rising inexorably through the ranks, they need to feel for themselves the addictive power of certain games, and the practical problem-solving challenges that lurk just beneath the edgy surface of many games.

Overall, Beck and Wade should have taken their own advise, playing games to see that games and gamers cannot be truncated into simplistic generalizations.

Reference:

  1. Beck, John C. , Mitchell Wade. (2004). Got Game: How the Gamer Generation is Reshaping Business Forever. Boston: Harvard Business School Press,
Updated: May 19, 2021
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Gamer Generation. (2020, Jun 02). Retrieved from https://studymoose.com/gamer-generation-new-essay

Gamer Generation essay
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