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 | ||
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R&D management practices and innovation : evidence from a firm survey / / Shoko Haneda, Arito Ono |
Autore | Haneda Shoko |
Pubbl/distr/stampa | Singapore, : Springer Nature, 2022 |
Descrizione fisica | 1 online resource (ix, 99 pages) : illustrations |
Altri autori (Persone) | OnoArito |
Collana | SpringerBriefs in economics |
Soggetto topico |
Research, Industrial - Management
Technological innovations - Management |
Soggetto non controllato |
Innovation management
R&D organizational structure Staged investment Incentive schemes Corporate culture R&D management R&D personnel Open Access |
ISBN | 981-16-9797-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Chapter 1. Introduction Chapter 2. Survey design and summary statistics Chapter 3. Innovation output Chapter 4. R&D organizational structure Chapter 5. Staged R&D project management Chapter 6. Incentive schemes Chapter 7. Risk preference, time preference, and corporate culture Chapter 8. Conclusion |
Record Nr. | UNINA-9910552715603321 |
Haneda Shoko | ||
Singapore, : Springer Nature, 2022 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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