Your email was sent successfully. Check your inbox.

An error occurred while sending the email. Please try again.

Proceed reservation?

Export
  • 1
    Online Resource
    Online Resource
    [Erscheinungsort nicht ermittelbar] : Ascent Audio | Boston, MA : Safari
    ISBN: 9781663716798
    Language: English
    Pages: 1 online resource (11253 pages)
    Edition: 1st edition
    Keywords: Audiobooks
    Abstract: When you think of a successful entrepreneur, who comes to mind? Bill Gates? Mark Zuckerberg? Or maybe even Jesse Eisenberg, the man who played Zuckerberg in The Social Network? It may surprise you that most successful founders look very different from Zuckerberg or Gates. In fact, most startup origin stories are very different from the famous "unicorns" that have achieved valuations of over $1 billion, from Facebook to Google to Uber. In The Unicorn's Shadow Ethan Mollick takes us to the forefront of an empirical revolution in entrepreneurship. New data and better research methods have overturned the conventional wisdom behind what a successful founder looks like, how they succeed, and how the startup ecosystem works. Among the issues he examines: which founders are most likely to succeed?; where do the best startup ideas come from?; what's the most foolproof way of securing the funding needed to take a company to the next level?; and what's the best way to grow and scale your company and create a thriving culture that won't hinder expansion? Mollick argues that entrepreneurship is too important, both for society and for the individuals who start companies, to be eclipsed by the shadows of unicorns. He shows we can democratize entrepreneurship-but only by following an evidence-based approach that puts to rest the false narratives that surround it.
    Note: Online resource; Title from title page (viewed February 15, 2022) , Mode of access: World Wide Web.
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 2
    ISBN: 9780132143271 , 0132143275
    Language: English
    Pages: 1 online resource ([8] p.)
    Keywords: Video games industry ; Customer services ; Customer relations ; Video games ; Design ; Electronic books ; local
    Abstract: "This Element is an excerpt from Changing the game: how video games are transforming the future of business (ISBN: 9780132357814) by David Edery and Ethan Mollick. Unleash user-driven innovation beyond your wildest imagination, for a fraction of the cost of creating it yourself! Game companies have spent years learning to channel user passion into mutually beneficial work. These lessons are increasingly important to every industry because games aren't the only products that attract communities of user innovators"--Resource description page.
    Note: Cover title. - "An e-burst of inspiration from the best books.". - Includes bibliographical references
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 3
    Online Resource
    Online Resource
    Upper Saddle River, N.J. : Pearson Education publishing as FTPress Delivers
    ISBN: 9780132143400 , 0132143402
    Language: English
    Pages: 1 online resource ([9] p.)
    Keywords: Goal setting in personnel management ; Employees ; Training of ; Video games ; Design ; Electronic books ; local
    Abstract: "This Element is an excerpt from Changing the game: how video games are transforming the future of business (ISBN: 9780132357814) by David Edery and Ethan Mollick. Apply the lessons of game design to supercharge employee productivity, performance, creativity, and satisfaction!"--Resource description page.
    Note: Cover title. - "An e-burst of inspiration from the best books.". - Includes bibliographical references
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 4
    Online Resource
    Online Resource
    Upper Saddle River, N.J. : FT Press | Boston, Mass. :Safari Books Online,
    ISBN: 9780137151721 , 0137151721
    Language: English
    Pages: xv, 218 p , ill. , 24 cm
    Parallel Title: Erscheint auch als
    Keywords: Video games industry ; Target marketing ; Electronic books ; local
    Abstract: Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army's total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google's computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America's Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can't be solved any other way
    Note: Includes bibliographical references and indexes
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 5
    Online Resource
    Online Resource
    Upper Saddle River, N.J. : Pearson Education publishing as FTPress Delivers
    ISBN: 9780137038206 , 0137038208
    Language: English
    Pages: 1 online resource ([9] p.) , ill.
    Keywords: Employees ; Training of ; Video games industry ; Teams in the workplace ; Training of ; Electronic books ; local
    Abstract: "This Element is an excerpt from Changing the game: how video games are transforming the future of business (ISBN: 9780132357814) by David Edery and Ethan Mollick. Learn how powerful and cost-effective new video game technologies can supercharge business training, reaching a new generation of learners more effectively than any other approach. Games can improve employees' abilities to work in teams, use systems thinking, and learn from virtual experience when real experience is too costly or difficult"--Resource description page.
    Note: Cover title. - "An e-burst of inspiration from the best books.". - Includes bibliographical references
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 6
    Online Resource
    Online Resource
    New York : Penguin Publishing Group
    ISBN: 9780593716724
    Language: English
    Pages: 1 online resource (169 pages)
    Edition: 1st ed.
    DDC: 303.48/34
    Note: Description based on publisher supplied metadata and other sources
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 7
    Book
    Book
    [New York] : Portfolio/Penguin
    ISBN: 9780593716717 , 9780593852507
    Language: English
    Pages: xx, 234 Seiten , Illustrationen, graphische Abbildungen
    Parallel Title: Erscheint auch als Mollick, Ethan, 1975- Co-intelligence
    DDC: 303.48/34
    Keywords: Expert systems (Computer science) Social aspects ; Artificial intelligence Social aspects ; Artificial intelligence Educational applications ; Labor Effect of technological innovations on ; Education Effect of technological innovations on
    Abstract: "From Wharton professor and author of the popular One Useful Thing Substack newsletter Ethan Mollick comes the definitive playbook for working, learning, and living in the new age of AI The release of generative AI-from LLMs like ChatGPT to image generators like DALL-E-marks a new era. We have invented technologies that boost our physical capabilities and others that automate complex tasks, but never, until now, have we created a technology that can boost our intelligence-with an impact on work and life that researchers project will be greater than that of steam power or the internet. Mollick urges us not to turn away from AI, and instead to invite AI tools to the table. He demonstrates how AI can amplify our own capacities, acting in roles from brainstorming partner to cowriter to tutor to coach, and assesses its surprising, positive impact on business and organizations. Marshalling original research from workers and teams who are leading the rest of us in embracing and leveraging AI, Mollick cuts through the hype to make a frank and eye-opening case for the real value of AI tools. Moreover, Mollick argues that the long-term impact of AI will be different from what we expect, advantaging English majors and art history experts more than coders, and impacting knowledge workers more than blue-collar workers. Co-Intelligence shows what it means for individuals and for society to think together with smart machines, and why it's imperative that we all master that skill. Co-Intelligence challenges us to utilize AI's power without losing our identity, learn from it without being misled, and harness its gifts to create a better human future. Thought-provoking, optimistic, and lucid, Co-Intelligence reveals the promise and power of generative AI"--
    Description / Table of Contents: Introduction : three sleepless nights -- Creating alien minds -- Aligning the alien -- Four rules for co-intelligence -- AI as a person -- AI as a creative -- AI as a coworker -- AI as tutor -- AI as coach -- AI as our future -- Epilogue : AI as us.
    Note: Includes bibliographical references
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
Close ⊗
This website uses cookies and the analysis tool Matomo. More information can be found here...