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  • 1
    UID:
    b3kat_BV047813180
    Umfang: 1 Online-Ressource (219 Seiten) , Illustrationen
    ISBN: 9783110725582 , 9783110725667
    Anmerkung: Erscheint als Open Access bei De Gruyter
    Weitere Ausg.: Erscheint auch als Druck-Ausgabe ISBN 978-3-11-072554-4
    Sprache: Englisch
    Fachgebiete: Wirtschaftswissenschaften
    RVK:
    Schlagwort(e): Entrepreneurship ; Innovationsmanagement ; Gamification
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Cover
    Mehr zum Autor: Breuer, Henning 1970-
    Mehr zum Autor: Bessant, John R. 1952-
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 2
    UID:
    gbv_1832241106
    Umfang: 1 Online-Ressource (219 p.)
    ISBN: 9783110725582 , 9783110725544 , 9783110725667
    Inhalt: This book provides a research-based overview of the use of games to facilitate learning in innovation/entrepreneurship and draws on work in several European institutions and well-known companies. Also, it provides a review of experiences in using games, a typology and a model for introducing games into course design. Examples include games specifically designed and developed within the project plus signpost links to an online library of games
    Anmerkung: English
    Sprache: Unbestimmte Sprache
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
  • 3
    UID:
    almahu_9949544895002882
    Umfang: 1 online resource (219 p.)
    ISBN: 9783110725582 , 9783110766820
    Inhalt: Gamification for Innovators and Entrepreneurs is about an exciting, still emerging superpower. One that empowers you to use, repurpose and create games that will help solve the great societal and organisational challenges that companies, startups and nonprofits are facing today - games that are explicitly designed and can be iteratively improved to engage stakeholders, facilitate experimentation and actually drive innovation. What makes gamification a superpower is its use of powerful methods and techniques from diverse disciplines and traditions - like futures studies, user experience, agile management, design thinking or business design - in a new, action-oriented and engaging framework. Each game world is a safe, playful space, where groups are free to experiment in innovative and inclusive forms of collaboration. Gamification for Innovators and Entrepreneurs builds on insights and knowledge from over 150 leading experts in the field. It provides a rich collection of materials for innovators, entrepreneurs and game designers that allows you to dive deep into innovation and entrepreneurship, into games and gamification. You can build on 36 gamification design patterns - like dilemma solving, experiential learning, innovation markets and storytelling - and use a game design canvas to create your own innovation games. Or you can customize some of the 70+ games featured in the book that are already in use by innovators, entrepreneurs and professional trainers. Additional resources are provided for teachers and game facilitators. The superpower of gamification does not yield simplistic solutions - but the resources from Gamification for Innovators and Entrepreneurs will provide you with the means and the confidence to tackle some of the great challenges we are all facing today. An easily accessible and comprehensive overview on gamification and games in the context of innovation and entrepreneurship Draws on several collaborative research projects involving partners such as Lego, Deutsche Telekom, Lufthansa Systems, 3M, Danske Bank, and Nokia Systems. Extensive experience of the authors in the facilitation of games, their role as an enabler of learning and their potential to facilitate transformation. 36 reusable gamification design patterns, a five-step process and a game design canvas to create one's own innovation games Summaries and references of more than 70+ customizable games that are already in use by innovators, entrepreneurs and professional trainers Educational materials for teachers, trainers and game facilitators
    Anmerkung: Frontmatter -- , About the authors -- , Preface -- , Contents -- , Part I Gamification, games and play as drivers of innovation and entrepreneurship -- , Introduction -- , Chapter 1 Challenges: Gamification and games to tackle grand challenges -- , Chapter 2 Play: Playing games to develop ourselves -- , Chapter 3 Innovation and entrepreneurship: Gamification and games in the innovation and entrepreneurship space -- , Part II Using, adapting and creating games -- , Introduction -- , Chapter 4 Patterns: A pattern approach to gamification for innovation and entrepreneurship -- , Chapter 5 Games: Using and adapting games for innovation and entrepreneurship -- , Chapter 6 Gamification: Creating new gamified formats and games for unique challenges -- , Part III Games tackling grand challenges in innovation and entrepreneurship -- , Introduction -- , Chapter 7 Games: Corporate sustainability innovation -- , Chapter 8 Games: Customer first change -- , Chapter 9 Games: Business model branching -- , Chapter 10 Games: Shift innovation barriers -- , Chapter 11 Games: Proximity seeker -- , Chapter 12 Games: Ecosystem Canvas -- , Chapter 13 Games: Lego serious play -- , Part IV Our future with games for innovation and entrepreneurship -- , Introduction -- , Chapter 14 Education: Games for learning and training and teaching gamification -- , Chapter 15 What's next? Future challenges and chances for gamification -- , Chapter 16 Outlook: What's your future with games? -- , Appendix 1 Gamification design patterns -- , Appendix 2 Overview of games discussed in the book -- , Appendix 3 Overview of games to facilitate values-based innovation -- , Appendix 4 Overview of games to facilitate sustainability-oriented innovation -- , References -- , List of figures -- , Index , Issued also in print. , Mode of access: Internet via World Wide Web. , In English.
    In: DG Plus DeG Package 2022 Part 1, De Gruyter, 9783110766820
    In: EBOOK PACKAGE Business and Economics 2022 English, De Gruyter, 9783110992823
    In: EBOOK PACKAGE COMPLETE 2022 English, De Gruyter, 9783110993899
    In: EBOOK PACKAGE COMPLETE 2022, De Gruyter, 9783110994810
    In: EBOOK PACKAGE Economics 2022, De Gruyter, 9783110992922
    Weitere Ausg.: ISBN 9783110725667
    Weitere Ausg.: ISBN 9783110725544
    Sprache: Englisch
    URL: Cover
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 4
    UID:
    almahu_9949387393402882
    Umfang: 1 online resource (219 p.)
    ISBN: 3-11-072558-4
    Inhalt: Gamification for Innovators and Entrepreneurs is about an exciting, still emerging superpower. One that empowers you to use, repurpose and create games that will help solve the great societal and organisational challenges that companies, startups and nonprofits are facing today – games that are explicitly designed and can be iteratively improved to engage stakeholders, facilitate experimentation and actually drive innovation. What makes gamification a superpower is its use of powerful methods and techniques from diverse disciplines and traditions – like futures studies, user experience, agile management, design thinking or business design – in a new, action-oriented and engaging framework. Each game world is a safe, playful space, where groups are free to experiment in innovative and inclusive forms of collaboration. Gamification for Innovators and Entrepreneurs builds on insights and knowledge from over 150 leading experts in the field. It provides a rich collection of materials for innovators, entrepreneurs and game designers that allows you to dive deep into innovation and entrepreneurship, into games and gamification. You can build on 36 gamification design patterns – like dilemma solving, experiential learning, innovation markets and storytelling – and use a game design canvas to create your own innovation games. Or you can customize some of the 70+ games featured in the book that are already in use by innovators, entrepreneurs and professional trainers. Additional resources are provided for teachers and game facilitators. The superpower of gamification does not yield simplistic solutions – but the resources from Gamification for Innovators and Entrepreneurs will provide you with the means and the confidence to tackle some of the great challenges we are all facing today. An easily accessible and comprehensive overview on gamification and games in the context of innovation and entrepreneurship Draws on several collaborative research projects involving partners such as Lego, Deutsche Telekom, Lufthansa Systems, 3M, Danske Bank, and Nokia Systems. Extensive experience of the authors in the facilitation of games, their role as an enabler of learning and their potential to facilitate transformation. 36 reusable gamification design patterns, a five-step process and a game design canvas to create one’s own innovation games Summaries and references of more than 70+ customizable games that are already in use by innovators, entrepreneurs and professional trainers Educational materials for teachers, trainers and game facilitators
    Anmerkung: Frontmatter -- , About the authors -- , Preface -- , Contents -- , Part I Gamification, games and play as drivers of innovation and entrepreneurship -- , Introduction -- , Chapter 1 Challenges: Gamification and games to tackle grand challenges -- , Chapter 2 Play: Playing games to develop ourselves -- , Chapter 3 Innovation and entrepreneurship: Gamification and games in the innovation and entrepreneurship space -- , Part II Using, adapting and creating games -- , Introduction -- , Chapter 4 Patterns: A pattern approach to gamification for innovation and entrepreneurship -- , Chapter 5 Games: Using and adapting games for innovation and entrepreneurship -- , Chapter 6 Gamification: Creating new gamified formats and games for unique challenges -- , Part III Games tackling grand challenges in innovation and entrepreneurship -- , Introduction -- , Chapter 7 Games: Corporate sustainability innovation -- , Chapter 8 Games: Customer first change -- , Chapter 9 Games: Business model branching -- , Chapter 10 Games: Shift innovation barriers -- , Chapter 11 Games: Proximity seeker -- , Chapter 12 Games: Ecosystem Canvas -- , Chapter 13 Games: Lego serious play -- , Part IV Our future with games for innovation and entrepreneurship -- , Introduction -- , Chapter 14 Education: Games for learning and training and teaching gamification -- , Chapter 15 What’s next? Future challenges and chances for gamification -- , Chapter 16 Outlook: What’s your future with games? -- , Appendix 1 Gamification design patterns -- , Appendix 2 Overview of games discussed in the book -- , Appendix 3 Overview of games to facilitate values-based innovation -- , Appendix 4 Overview of games to facilitate sustainability-oriented innovation -- , References -- , List of figures -- , Index , Issued also in print. , In English.
    Weitere Ausg.: ISBN 3-11-072554-1
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
  • 5
    UID:
    edoccha_9960878306702883
    Umfang: 1 online resource (219 p.)
    ISBN: 3-11-072558-4
    Inhalt: Gamification for Innovators and Entrepreneurs is about an exciting, still emerging superpower. One that empowers you to use, repurpose and create games that will help solve the great societal and organisational challenges that companies, startups and nonprofits are facing today – games that are explicitly designed and can be iteratively improved to engage stakeholders, facilitate experimentation and actually drive innovation. What makes gamification a superpower is its use of powerful methods and techniques from diverse disciplines and traditions – like futures studies, user experience, agile management, design thinking or business design – in a new, action-oriented and engaging framework. Each game world is a safe, playful space, where groups are free to experiment in innovative and inclusive forms of collaboration. Gamification for Innovators and Entrepreneurs builds on insights and knowledge from over 150 leading experts in the field. It provides a rich collection of materials for innovators, entrepreneurs and game designers that allows you to dive deep into innovation and entrepreneurship, into games and gamification. You can build on 36 gamification design patterns – like dilemma solving, experiential learning, innovation markets and storytelling – and use a game design canvas to create your own innovation games. Or you can customize some of the 70+ games featured in the book that are already in use by innovators, entrepreneurs and professional trainers. Additional resources are provided for teachers and game facilitators. The superpower of gamification does not yield simplistic solutions – but the resources from Gamification for Innovators and Entrepreneurs will provide you with the means and the confidence to tackle some of the great challenges we are all facing today. An easily accessible and comprehensive overview on gamification and games in the context of innovation and entrepreneurship Draws on several collaborative research projects involving partners such as Lego, Deutsche Telekom, Lufthansa Systems, 3M, Danske Bank, and Nokia Systems. Extensive experience of the authors in the facilitation of games, their role as an enabler of learning and their potential to facilitate transformation. 36 reusable gamification design patterns, a five-step process and a game design canvas to create one’s own innovation games Summaries and references of more than 70+ customizable games that are already in use by innovators, entrepreneurs and professional trainers Educational materials for teachers, trainers and game facilitators
    Anmerkung: Frontmatter -- , About the authors -- , Preface -- , Contents -- , Part I Gamification, games and play as drivers of innovation and entrepreneurship -- , Introduction -- , Chapter 1 Challenges: Gamification and games to tackle grand challenges -- , Chapter 2 Play: Playing games to develop ourselves -- , Chapter 3 Innovation and entrepreneurship: Gamification and games in the innovation and entrepreneurship space -- , Part II Using, adapting and creating games -- , Introduction -- , Chapter 4 Patterns: A pattern approach to gamification for innovation and entrepreneurship -- , Chapter 5 Games: Using and adapting games for innovation and entrepreneurship -- , Chapter 6 Gamification: Creating new gamified formats and games for unique challenges -- , Part III Games tackling grand challenges in innovation and entrepreneurship -- , Introduction -- , Chapter 7 Games: Corporate sustainability innovation -- , Chapter 8 Games: Customer first change -- , Chapter 9 Games: Business model branching -- , Chapter 10 Games: Shift innovation barriers -- , Chapter 11 Games: Proximity seeker -- , Chapter 12 Games: Ecosystem Canvas -- , Chapter 13 Games: Lego serious play -- , Part IV Our future with games for innovation and entrepreneurship -- , Introduction -- , Chapter 14 Education: Games for learning and training and teaching gamification -- , Chapter 15 What’s next? Future challenges and chances for gamification -- , Chapter 16 Outlook: What’s your future with games? -- , Appendix 1 Gamification design patterns -- , Appendix 2 Overview of games discussed in the book -- , Appendix 3 Overview of games to facilitate values-based innovation -- , Appendix 4 Overview of games to facilitate sustainability-oriented innovation -- , References -- , List of figures -- , Index , Issued also in print. , In English.
    Weitere Ausg.: ISBN 3-11-072554-1
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
  • 6
    UID:
    edocfu_9960878306702883
    Umfang: 1 online resource (219 p.)
    ISBN: 3-11-072558-4
    Inhalt: Gamification for Innovators and Entrepreneurs is about an exciting, still emerging superpower. One that empowers you to use, repurpose and create games that will help solve the great societal and organisational challenges that companies, startups and nonprofits are facing today – games that are explicitly designed and can be iteratively improved to engage stakeholders, facilitate experimentation and actually drive innovation. What makes gamification a superpower is its use of powerful methods and techniques from diverse disciplines and traditions – like futures studies, user experience, agile management, design thinking or business design – in a new, action-oriented and engaging framework. Each game world is a safe, playful space, where groups are free to experiment in innovative and inclusive forms of collaboration. Gamification for Innovators and Entrepreneurs builds on insights and knowledge from over 150 leading experts in the field. It provides a rich collection of materials for innovators, entrepreneurs and game designers that allows you to dive deep into innovation and entrepreneurship, into games and gamification. You can build on 36 gamification design patterns – like dilemma solving, experiential learning, innovation markets and storytelling – and use a game design canvas to create your own innovation games. Or you can customize some of the 70+ games featured in the book that are already in use by innovators, entrepreneurs and professional trainers. Additional resources are provided for teachers and game facilitators. The superpower of gamification does not yield simplistic solutions – but the resources from Gamification for Innovators and Entrepreneurs will provide you with the means and the confidence to tackle some of the great challenges we are all facing today. An easily accessible and comprehensive overview on gamification and games in the context of innovation and entrepreneurship Draws on several collaborative research projects involving partners such as Lego, Deutsche Telekom, Lufthansa Systems, 3M, Danske Bank, and Nokia Systems. Extensive experience of the authors in the facilitation of games, their role as an enabler of learning and their potential to facilitate transformation. 36 reusable gamification design patterns, a five-step process and a game design canvas to create one’s own innovation games Summaries and references of more than 70+ customizable games that are already in use by innovators, entrepreneurs and professional trainers Educational materials for teachers, trainers and game facilitators
    Anmerkung: Frontmatter -- , About the authors -- , Preface -- , Contents -- , Part I Gamification, games and play as drivers of innovation and entrepreneurship -- , Introduction -- , Chapter 1 Challenges: Gamification and games to tackle grand challenges -- , Chapter 2 Play: Playing games to develop ourselves -- , Chapter 3 Innovation and entrepreneurship: Gamification and games in the innovation and entrepreneurship space -- , Part II Using, adapting and creating games -- , Introduction -- , Chapter 4 Patterns: A pattern approach to gamification for innovation and entrepreneurship -- , Chapter 5 Games: Using and adapting games for innovation and entrepreneurship -- , Chapter 6 Gamification: Creating new gamified formats and games for unique challenges -- , Part III Games tackling grand challenges in innovation and entrepreneurship -- , Introduction -- , Chapter 7 Games: Corporate sustainability innovation -- , Chapter 8 Games: Customer first change -- , Chapter 9 Games: Business model branching -- , Chapter 10 Games: Shift innovation barriers -- , Chapter 11 Games: Proximity seeker -- , Chapter 12 Games: Ecosystem Canvas -- , Chapter 13 Games: Lego serious play -- , Part IV Our future with games for innovation and entrepreneurship -- , Introduction -- , Chapter 14 Education: Games for learning and training and teaching gamification -- , Chapter 15 What’s next? Future challenges and chances for gamification -- , Chapter 16 Outlook: What’s your future with games? -- , Appendix 1 Gamification design patterns -- , Appendix 2 Overview of games discussed in the book -- , Appendix 3 Overview of games to facilitate values-based innovation -- , Appendix 4 Overview of games to facilitate sustainability-oriented innovation -- , References -- , List of figures -- , Index , Issued also in print. , In English.
    Weitere Ausg.: ISBN 3-11-072554-1
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
  • 7
    UID:
    b3kat_BV045502265
    Umfang: pages cm
    Ausgabe: 1st Edition
    ISBN: 9780749484323
    Anmerkung: Includes index
    Weitere Ausg.: Erscheint auch als Online-Ausgabe Gudiksen, Sune, author Gamification for business New York, NY : Kogan Page Ltd, [2018] ISBN 9780749484330
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
  • 8
    UID:
    almahu_9949508232402882
    Umfang: 1 online resource (219 pages) : , illustrations
    Inhalt: Gamification for Innovators and Entrepreneurs is about an exciting, still emerging superpower. One that empowers you to use, repurpose and create games that will help solve the great societal and organisational challenges that companies, startups and nonprofits are facing today - games that are explicitly designed and can be iteratively improved to engage stakeholders, facilitate experimentation and actually drive innovation. What makes gamification a superpower is its use of powerful methods and techniques from diverse disciplines and traditions - like futures studies, user experience, agile management, design thinking or business design - in a new, action-oriented and engaging framework. Each game world is a safe, playful space, where groups are free to experiment in innovative and inclusive forms of collaboration. Gamification for Innovators and Entrepreneurs builds on insights and knowledge from over 150 leading experts in the field. It provides a rich collection of materials for innovators, entrepreneurs and game designers that allows you to dive deep into innovation and entrepreneurship, into games and gamification. You can build on 36 gamification design patterns - like dilemma solving, experiential learning, innovation markets and storytelling - and use a game design canvas to create your own innovation games. Or you can customize some of the 70+ games featured in the book that are already in use by innovators, entrepreneurs and professional trainers. Additional resources are provided for teachers and game facilitators. The superpower of gamification does not yield simplistic solutions - but the resources from Gamification for Innovators and Entrepreneurs will provide you with the means and the confidence to tackle some of the great challenges we are all facing today. An easily accessible and comprehensive overview on gamification and games in the context of innovation and entrepreneurship Draws on several collaborative research projects involving partners such as Lego, Deutsche Telekom, Lufthansa Systems, 3M, Danske Bank, and Nokia Systems. Extensive experience of the authors in the facilitation of games, their role as an enabler of learning and their potential to facilitate transformation. 36 reusable gamification design patterns, a five-step process and a game design canvas to create one's own innovation games Summaries and references of more than 70+ customizable games that are already in use by innovators, entrepreneurs and professional trainers Educational materials for teachers, trainers and game facilitators.
    Anmerkung: PART I GAMIFICATION, GAMES AND PLAY AS DRIVERS OF INNOVATION AND ENTREPRENEURSHIP -- Introduction -- Chapter 1 Challenges: Gamification and games to tackle grand challenges -- Chapter 2 Play: Playing games to develop ourselves -- Chapter 3 Innovation and entrepreneurship: Gamification and games in the innovation and entrepreneurship space -- PART II USING, ADAPTING AND CREATING GAMES -- Introduction -- Chapter 4 Patterns: A pattern approach to gamification for innovation and entrepreneurship -- Chapter 5 Games: Using and adapting games for innovation and entrepreneurship -- Chapter 6 Gamification: Creating new gamified formats and games for unique challenges -- PART III GAMES TACKLING GRAND CHALLENGES IN INNOVATION AND ENTREPRENEURSHIP -- Introduction -- Chapter 7 Games: Corporate sustainability innovation / Henning Breuer and Kiril Ivanov -- Chapter 8 Games: Customer first change / Sune Gudiksen, Lisa Weber and Leif Sørensen -- Chapter 9 Games: Business model branching / Sune Gudiksen -- Chapter 10 Games: Shift innovation barriers / Sune Gudiksen and Carina Leue-Bensch -- Chapter 11 Games: Proximity seeker / Keila Z. Pérez Quiñones and Sune Gudiksen -- Chapter 12 Games: Ecosystem Canvas / Jacob Thomsen and Sune Gudiksen -- Chapter 13 Games: Lego serious play / Sandra Dijk, Sina Plietzsch and Claudia Lehmann -- PART IV OUR FUTURE WITH GAMES FOR INNOVATION AND ENTREPRENEURSHIP -- Introduction -- Chapter 14 Education: Games for learning and training and teaching gamification -- Chapter 15 What's next? Future challenges and chances for gamification -- Chapter 16 Outlook: What's your future with games? -- Appendix 1 Gamification design patterns -- Appendix 2 Overview of games discussed in the book -- Appendix 3 Overview of games to facilitate values-based innovation -- Appendix 4 Overview of games to facilitate sustainability-oriented innovation -- References -- List of figures -- Index.
    Weitere Ausg.: ISBN 3-11-072566-5
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
  • 9
    UID:
    edoccha_9960928148602883
    Umfang: 1 online resource (219 pages) : , illustrations
    Inhalt: Gamification for Innovators and Entrepreneurs is about an exciting, still emerging superpower. One that empowers you to use, repurpose and create games that will help solve the great societal and organisational challenges that companies, startups and nonprofits are facing today - games that are explicitly designed and can be iteratively improved to engage stakeholders, facilitate experimentation and actually drive innovation. What makes gamification a superpower is its use of powerful methods and techniques from diverse disciplines and traditions - like futures studies, user experience, agile management, design thinking or business design - in a new, action-oriented and engaging framework. Each game world is a safe, playful space, where groups are free to experiment in innovative and inclusive forms of collaboration. Gamification for Innovators and Entrepreneurs builds on insights and knowledge from over 150 leading experts in the field. It provides a rich collection of materials for innovators, entrepreneurs and game designers that allows you to dive deep into innovation and entrepreneurship, into games and gamification. You can build on 36 gamification design patterns - like dilemma solving, experiential learning, innovation markets and storytelling - and use a game design canvas to create your own innovation games. Or you can customize some of the 70+ games featured in the book that are already in use by innovators, entrepreneurs and professional trainers. Additional resources are provided for teachers and game facilitators. The superpower of gamification does not yield simplistic solutions - but the resources from Gamification for Innovators and Entrepreneurs will provide you with the means and the confidence to tackle some of the great challenges we are all facing today. An easily accessible and comprehensive overview on gamification and games in the context of innovation and entrepreneurship Draws on several collaborative research projects involving partners such as Lego, Deutsche Telekom, Lufthansa Systems, 3M, Danske Bank, and Nokia Systems. Extensive experience of the authors in the facilitation of games, their role as an enabler of learning and their potential to facilitate transformation. 36 reusable gamification design patterns, a five-step process and a game design canvas to create one's own innovation games Summaries and references of more than 70+ customizable games that are already in use by innovators, entrepreneurs and professional trainers Educational materials for teachers, trainers and game facilitators.
    Anmerkung: PART I GAMIFICATION, GAMES AND PLAY AS DRIVERS OF INNOVATION AND ENTREPRENEURSHIP -- Introduction -- Chapter 1 Challenges: Gamification and games to tackle grand challenges -- Chapter 2 Play: Playing games to develop ourselves -- Chapter 3 Innovation and entrepreneurship: Gamification and games in the innovation and entrepreneurship space -- PART II USING, ADAPTING AND CREATING GAMES -- Introduction -- Chapter 4 Patterns: A pattern approach to gamification for innovation and entrepreneurship -- Chapter 5 Games: Using and adapting games for innovation and entrepreneurship -- Chapter 6 Gamification: Creating new gamified formats and games for unique challenges -- PART III GAMES TACKLING GRAND CHALLENGES IN INNOVATION AND ENTREPRENEURSHIP -- Introduction -- Chapter 7 Games: Corporate sustainability innovation / Henning Breuer and Kiril Ivanov -- Chapter 8 Games: Customer first change / Sune Gudiksen, Lisa Weber and Leif Sørensen -- Chapter 9 Games: Business model branching / Sune Gudiksen -- Chapter 10 Games: Shift innovation barriers / Sune Gudiksen and Carina Leue-Bensch -- Chapter 11 Games: Proximity seeker / Keila Z. Pérez Quiñones and Sune Gudiksen -- Chapter 12 Games: Ecosystem Canvas / Jacob Thomsen and Sune Gudiksen -- Chapter 13 Games: Lego serious play / Sandra Dijk, Sina Plietzsch and Claudia Lehmann -- PART IV OUR FUTURE WITH GAMES FOR INNOVATION AND ENTREPRENEURSHIP -- Introduction -- Chapter 14 Education: Games for learning and training and teaching gamification -- Chapter 15 What's next? Future challenges and chances for gamification -- Chapter 16 Outlook: What's your future with games? -- Appendix 1 Gamification design patterns -- Appendix 2 Overview of games discussed in the book -- Appendix 3 Overview of games to facilitate values-based innovation -- Appendix 4 Overview of games to facilitate sustainability-oriented innovation -- References -- List of figures -- Index.
    Weitere Ausg.: ISBN 3-11-072566-5
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
  • 10
    UID:
    edocfu_9960928148602883
    Umfang: 1 online resource (219 pages) : , illustrations
    Inhalt: Gamification for Innovators and Entrepreneurs is about an exciting, still emerging superpower. One that empowers you to use, repurpose and create games that will help solve the great societal and organisational challenges that companies, startups and nonprofits are facing today - games that are explicitly designed and can be iteratively improved to engage stakeholders, facilitate experimentation and actually drive innovation. What makes gamification a superpower is its use of powerful methods and techniques from diverse disciplines and traditions - like futures studies, user experience, agile management, design thinking or business design - in a new, action-oriented and engaging framework. Each game world is a safe, playful space, where groups are free to experiment in innovative and inclusive forms of collaboration. Gamification for Innovators and Entrepreneurs builds on insights and knowledge from over 150 leading experts in the field. It provides a rich collection of materials for innovators, entrepreneurs and game designers that allows you to dive deep into innovation and entrepreneurship, into games and gamification. You can build on 36 gamification design patterns - like dilemma solving, experiential learning, innovation markets and storytelling - and use a game design canvas to create your own innovation games. Or you can customize some of the 70+ games featured in the book that are already in use by innovators, entrepreneurs and professional trainers. Additional resources are provided for teachers and game facilitators. The superpower of gamification does not yield simplistic solutions - but the resources from Gamification for Innovators and Entrepreneurs will provide you with the means and the confidence to tackle some of the great challenges we are all facing today. An easily accessible and comprehensive overview on gamification and games in the context of innovation and entrepreneurship Draws on several collaborative research projects involving partners such as Lego, Deutsche Telekom, Lufthansa Systems, 3M, Danske Bank, and Nokia Systems. Extensive experience of the authors in the facilitation of games, their role as an enabler of learning and their potential to facilitate transformation. 36 reusable gamification design patterns, a five-step process and a game design canvas to create one's own innovation games Summaries and references of more than 70+ customizable games that are already in use by innovators, entrepreneurs and professional trainers Educational materials for teachers, trainers and game facilitators.
    Anmerkung: PART I GAMIFICATION, GAMES AND PLAY AS DRIVERS OF INNOVATION AND ENTREPRENEURSHIP -- Introduction -- Chapter 1 Challenges: Gamification and games to tackle grand challenges -- Chapter 2 Play: Playing games to develop ourselves -- Chapter 3 Innovation and entrepreneurship: Gamification and games in the innovation and entrepreneurship space -- PART II USING, ADAPTING AND CREATING GAMES -- Introduction -- Chapter 4 Patterns: A pattern approach to gamification for innovation and entrepreneurship -- Chapter 5 Games: Using and adapting games for innovation and entrepreneurship -- Chapter 6 Gamification: Creating new gamified formats and games for unique challenges -- PART III GAMES TACKLING GRAND CHALLENGES IN INNOVATION AND ENTREPRENEURSHIP -- Introduction -- Chapter 7 Games: Corporate sustainability innovation / Henning Breuer and Kiril Ivanov -- Chapter 8 Games: Customer first change / Sune Gudiksen, Lisa Weber and Leif Sørensen -- Chapter 9 Games: Business model branching / Sune Gudiksen -- Chapter 10 Games: Shift innovation barriers / Sune Gudiksen and Carina Leue-Bensch -- Chapter 11 Games: Proximity seeker / Keila Z. Pérez Quiñones and Sune Gudiksen -- Chapter 12 Games: Ecosystem Canvas / Jacob Thomsen and Sune Gudiksen -- Chapter 13 Games: Lego serious play / Sandra Dijk, Sina Plietzsch and Claudia Lehmann -- PART IV OUR FUTURE WITH GAMES FOR INNOVATION AND ENTREPRENEURSHIP -- Introduction -- Chapter 14 Education: Games for learning and training and teaching gamification -- Chapter 15 What's next? Future challenges and chances for gamification -- Chapter 16 Outlook: What's your future with games? -- Appendix 1 Gamification design patterns -- Appendix 2 Overview of games discussed in the book -- Appendix 3 Overview of games to facilitate values-based innovation -- Appendix 4 Overview of games to facilitate sustainability-oriented innovation -- References -- List of figures -- Index.
    Weitere Ausg.: ISBN 3-11-072566-5
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
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