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Chapter 1: Introduction
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Chapter 2: The Game Tsunami: Who Plays, How Much, and Why
Chapter 3: "Work Sucks": Corporate Problems That Games Might Solve
Chapter 4: Ten Ingredients of Great Games
Chapter 5: Virtual People
Chapter 6: Virtual Money
Chapter 7: Virtual Teams
Chapter 8: Virtual Leaders
Chapter 9: Play Is Not the Opposite of Work
Chapter 10: Caught Between Fact and Fiction
Chapter 11: Danger
Chapter 12: Tactics for Change
End Notes
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