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[null,"1.","Record Nr.",null,"UNISA996492066803316"]
[null,null,"Autore",null,"Breuer Henning"]
[null,null,"Titolo",null,"Gamification for Innovators and Entrepreneurs : Using Games to Drive Innovation and Facilitate Learning / / John Bessant, Henning Breuer, Sune Gudiksen"]
[null,null,"Pubbl/distr/stampa",null,"Berlin ; ; Boston : , : De Gruyter, , [2022]"]
[{"$nulls":4},"©2022"]
[null,null,"ISBN",null,"3-11-072558-4"]
[null,null,"Descrizione fisica",null,"1 online resource (219 p.)"]
[null,null,"Disciplina",null,"658.514"]
[null,null,"Soggetti",null,"BUSINESS & ECONOMICS / Entrepreneurship"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,"Nota di contenuto",null,"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 "]
[{"$nulls":4},"sustainability-oriented innovation -- References -- List of figures -- Index"]
[null,null,null,"Sommario/riassunto","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"]
[null,"2.","Record Nr.",null,"UNINA9910743220803321"]
[null,null,"Autore",null,"Ikuine Fumihiko"]
[null,null,"Titolo",null,"The Efficiency and Creativity of Product Development : Lessons from the Game Software Industry in Japan / / by Fumihiko Ikuine"]
[null,null,"Pubbl/distr/stampa",null,"Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2022"]
[null,null,"ISBN",null,"981-16-7743-3"]
[{"$nulls":4},"981-16-7742-5"]
[null,null,"Edizione",null,"[1st ed. 2022.]"]
[null,null,"Descrizione fisica",null,"1 online resource (185 pages)"]
[null,null,"Disciplina",null,"338.4768824"]
[null,null,"Soggetti",null,"Management"]
[{"$nulls":4},"Business"]
[{"$nulls":4},"Management science"]
[{"$nulls":4},"Economics"]
[{"$nulls":4},"Culture"]
[{"$nulls":4},"Industrial organization"]
[{"$nulls":4},"Business and Management"]
[{"$nulls":4},"Cultural Economics"]
[{"$nulls":4},"Industrial Organization"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,"Nota di contenuto",null,"Ch1. A fundamental dilemma: efficiency versus creativity -- Ch2. Analytical framework and the research design: Innovation pattern and evolution of industry -- Ch3. The origins of the game software business in Japan: the movement till 1970’s -- Ch4. Creating New Demand: the start-up of the new industry in early 1980s -- Ch5. The transition of the industry: the market expansion and establishment of major firms after 1980s -- Ch6. Decline in demand creation: the impasse of industry in late 1990s -- Ch7. The innovation pattern in the digital age: The lesson from the game software industry -- Ch8. The development productivity dilemma and its consequences -- Ch9. Conclusion."]
[null,null,null,"Sommario/riassunto","This is the first book that comprehensively describes the history of the game software industry in Japan. A major objective here is to identify the key determinants of the emergence of the business, the maturing of the market, and the changes brought about by innovations, based on the history of the Japanese industry. To date, similar books have "]
[{"$nulls":4},"focused only on particular topics of the game software industry, such as the success of Nintendo and Sony and the uniqueness of the Japanese industry. There are no books that interpret the development process of this industry from the point of view of innovation. To fully understand the business and derive insightful lessons from it, however, requires a careful and thorough examination of its development process. Currently, many companies aim to improve efficiency by using information and communications technology (ICT), but it is difficult to maintain a balance between the pursuit of efficiency and the encouragement of creativity. In the case of Japan’s game software industry, firms have pursued higher efficiency in product development to build competitive advantage, resulting in a low rate of radical innovation and causing the slow growth of the industry. In certain situations, the development activities that target the creation of new products may, in themselves, hinder the creation of truly new products. This book conceptualizes this phenomenon as a “development productivity dilemma” and clarifies the mechanisms behind it. The dilemma, like the productivity dilemma in the manufacturing industry, evokes a certain innovation pattern and prevents potential growth. Understanding the lessons from the game software business presented in this book, managers, researchers, and policymakers can gain insight into the mechanisms leading to industrial maturity and clues to avoid the development productivity dilemma."]