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Gamification for Innovators and Entrepreneurs : Using Games to Drive Innovation and Facilitate Learning / / John Bessant, Henning Breuer, Sune Gudiksen
Gamification for Innovators and Entrepreneurs : Using Games to Drive Innovation and Facilitate Learning / / John Bessant, Henning Breuer, Sune Gudiksen
Autore Breuer Henning
Pubbl/distr/stampa Berlin ; ; Boston : , : De Gruyter, , [2022]
Descrizione fisica 1 online resource (219 p.)
Disciplina 658.514
Soggetto topico BUSINESS & ECONOMICS / Entrepreneurship
Soggetto non controllato Entrepreneurship
Games in teaching and learning
Gamification
Innovation management
Innovation
ISBN 3-11-072558-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 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
Record Nr. UNISA-996492066803316
Breuer Henning  
Berlin ; ; Boston : , : De Gruyter, , [2022]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Gamification for Innovators and Entrepreneurs : Using Games to Drive Innovation and Facilitate Learning / / John Bessant, Henning Breuer, Sune Gudiksen
Gamification for Innovators and Entrepreneurs : Using Games to Drive Innovation and Facilitate Learning / / John Bessant, Henning Breuer, Sune Gudiksen
Autore Breuer Henning
Pubbl/distr/stampa Berlin ; ; Boston : , : De Gruyter, , [2022]
Descrizione fisica 1 online resource (219 p.)
Disciplina 658.514
Soggetto topico BUSINESS & ECONOMICS / Entrepreneurship
Soggetto non controllato Entrepreneurship
Games in teaching and learning
Gamification
Innovation management
Innovation
ISBN 3-11-072558-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 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
Record Nr. UNINA-9910774728303321
Breuer Henning  
Berlin ; ; Boston : , : De Gruyter, , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui