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Introduction

Jeroen Bree

Chapter 1 in Game Based Organization Design, 2014, pp 1-7 from Palgrave Macmillan

Abstract: Abstract In the spring of 2006, I was invited to attend a business seminar on video games. It sounded entertaining enough, so I went. I did not really consider myself a gamer. Sure, I had a PlayStation 2 at home, but it was mostly gathering dust. My nights of guiding Lara Croft through the jungle were behind me, let alone my days of International Karate on my Commodore 64. But as I sat in the audience and listened to a speaker talk about so-called Massively Multiplayer Online Games (MMOGs), something happened. I saw a fascinating glimpse of a world that had been invisible to me until then. Millions of people were apparently leading parallel lives in these virtual worlds of Everquest1 and World of Warcraft.2 They had even established an economic system that could rival a small nation. I felt I had seen the future. This needed to be studied. Organizations had to draw lessons from this. The vague idea of combining my work as a management consultant with research that had been in the back of my head for years took shape there and then.

Keywords: Video Game; Action Research Project; Design Attitude; Vague Idea; External Researcher (search for similar items in EconPapers)
Date: 2014
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Persistent link: https://EconPapers.repec.org/RePEc:pal:palchp:978-1-137-35148-7_1

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DOI: 10.1057/9781137351487_1

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