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Gamification for innovators and entrepreneurs : using games to drive innovation and facilitate learning

By: Contributor(s): Publication details: De Gruyter 2022 BerlinDescription: 219 pISBN:
  • 9783110725544
Subject(s): DDC classification:
  • 658.40353 BRE
Summary: This book is an emerging superpower that empowers individuals to create games that solve societal and organizational challenges. These games are designed to engage stakeholders, facilitate experimentation, and drive innovation. Gamification uses methods from diverse disciplines, such as futures studies, user experience, agile management, design thinking, and business design, in an action-oriented framework. The book provides a rich collection of materials for innovators, entrepreneurs, and game designers, allowing them to dive deep into innovation and entrepreneurship. It offers 36 gamification design patterns, including dilemma solving, experiential learning, innovation markets, and storytelling, and allows users to customize some of the 70+ games featured in the book. Additional resources are provided for teachers and game facilitators.
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1. Challenges: Gamification and games to tackle grand challenges 2. Play: Playing games to develop ourselves 3. Innovation and entrepreneurship: Gamification and games in the innovation and entrepreneurship space 4. Patterns: A pattern approach to gamification for innovation and entrepreneurship 5. Games: Using and adapting games for innovation and entrepreneurship 6. Gamification: Creating new gamified formats and games for unique challenges 7. Games: Corporate sustainability innovation 8. Games: Customer first change 9. Games: Business model branching 10. Games: Shift innovation barriers 11. Games: Proximity seeker 12. Games: Ecosystem Canvas 13. Games: Lego serious play 14. Education: Games for learning and training and teaching gamification 15. What's next? Future challenges and chances for gamification 16. Outlook: What's your future with games?

This book is an emerging superpower that empowers individuals to create games that solve societal and organizational challenges. These games are designed to engage stakeholders, facilitate experimentation, and drive innovation. Gamification uses methods from diverse disciplines, such as futures studies, user experience, agile management, design thinking, and business design, in an action-oriented framework. The book provides a rich collection of materials for innovators, entrepreneurs, and game designers, allowing them to dive deep into innovation and entrepreneurship. It offers 36 gamification design patterns, including dilemma solving, experiential learning, innovation markets, and storytelling, and allows users to customize some of the 70+ games featured in the book. Additional resources are provided for teachers and game facilitators.

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