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Chapter from: "The Kids Are Alright: How the Gamer Generation Is Changing the Workplace"
Published by: Harvard Business Publishing
Published in: 2006

Abstract

Most professionals don't consider the business potential of the video game generation. And when boomers do pay attention to video games, it's usually with unaccustomed anxiety over sexism, violence, stereotypes, and isolation. This chapter looks at whether or not common assumptions about the negative affects of video games really reflect gamer reality. This chapter is excerpted from ‘The Kids Are Alright: How the Gamer Generation Is Changing the Workplace'.

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Abstract

Most professionals don't consider the business potential of the video game generation. And when boomers do pay attention to video games, it's usually with unaccustomed anxiety over sexism, violence, stereotypes, and isolation. This chapter looks at whether or not common assumptions about the negative affects of video games really reflect gamer reality. This chapter is excerpted from ‘The Kids Are Alright: How the Gamer Generation Is Changing the Workplace'.

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