LEADER 07074nam 22006615 450 001 9910774728303321 005 20221004111318.0 010 $a3-11-072558-4 024 7 $a10.1515/9783110725582 035 $a(CKB)5680000000076965 035 $a(DE-B1597)571566 035 $a(DE-B1597)9783110725582 035 $a(NjHacI)995680000000076965 035 $a(MiAaPQ)EBC7090725 035 $a(Au-PeEL)EBL7090725 035 $a(OCoLC)1346261395 035 $a(EXLCZ)995680000000076965 100 $a20221004h20222022 fg 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aGamification for Innovators and Entrepreneurs $eUsing Games to Drive Innovation and Facilitate Learning /$fJohn Bessant, Henning Breuer, Sune Gudiksen 210 1$aBerlin ;$aBoston : $cDe Gruyter, $d[2022] 210 4$d©2022 215 $a1 online resource (219 p.) 311 $a3-11-072554-1 327 $tFrontmatter -- $tAbout the authors -- $tPreface -- $tContents -- $tPart I Gamification, games and play as drivers of innovation and entrepreneurship -- $tIntroduction -- $tChapter 1 Challenges: Gamification and games to tackle grand challenges -- $tChapter 2 Play: Playing games to develop ourselves -- $tChapter 3 Innovation and entrepreneurship: Gamification and games in the innovation and entrepreneurship space -- $tPart II Using, adapting and creating games -- $tIntroduction -- $tChapter 4 Patterns: A pattern approach to gamification for innovation and entrepreneurship -- $tChapter 5 Games: Using and adapting games for innovation and entrepreneurship -- $tChapter 6 Gamification: Creating new gamified formats and games for unique challenges -- $tPart III Games tackling grand challenges in innovation and entrepreneurship -- $tIntroduction -- $tChapter 7 Games: Corporate sustainability innovation -- $tChapter 8 Games: Customer first change -- $tChapter 9 Games: Business model branching -- $tChapter 10 Games: Shift innovation barriers -- $tChapter 11 Games: Proximity seeker -- $tChapter 12 Games: Ecosystem Canvas -- $tChapter 13 Games: Lego serious play -- $tPart IV Our future with games for innovation and entrepreneurship -- $tIntroduction -- $tChapter 14 Education: Games for learning and training and teaching gamification -- $tChapter 15 What?s next? Future challenges and chances for gamification -- $tChapter 16 Outlook: What?s your future with games? -- $tAppendix 1 Gamification design patterns -- $tAppendix 2 Overview of games discussed in the book -- $tAppendix 3 Overview of games to facilitate values-based innovation -- $tAppendix 4 Overview of games to facilitate sustainability-oriented innovation -- $tReferences -- $tList of figures -- $tIndex 330 $aGamification 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 606 $aBUSINESS & ECONOMICS / Entrepreneurship$2bisacsh 610 $aEntrepreneurship. 610 $aGames in teaching and learning. 610 $aGamification. 610 $aInnovation management. 610 $aInnovation. 615 7$aBUSINESS & ECONOMICS / Entrepreneurship. 676 $a658.514 700 $aBreuer$b Henning, $4aut$4http://id.loc.gov/vocabulary/relators/aut$01262466 702 $aBessant$b John, $4aut$4http://id.loc.gov/vocabulary/relators/aut 702 $aBreuer$b Henning, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aDijk$b Sandra, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aGudiksen$b Sune, $4aut$4http://id.loc.gov/vocabulary/relators/aut 702 $aGudiksen$b Sune, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aIvanov$b Kiril, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aLehmann$b Claudia, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aLeue-Bensch$b Carina, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aPlietzsch$b Sina, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aPérez Quiñones$b Keila Z., $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aSørensen$b Leif, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aThomsen$b Jacob, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aWeber$b Lisa, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 801 0$bDE-B1597 801 1$bDE-B1597 906 $aBOOK 912 $a9910774728303321 996 $aGamification for Innovators and Entrepreneurs$92950951 997 $aUNINA