Gamification for Innovators and Entrepreneurs : : Using Games to Drive Innovation and Facilitate Learning / / John Bessant, Henning Breuer, Sune Gudiksen.

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 expl...

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Place / Publishing House:Berlin ;, Boston : : De Gruyter, , [2022]
©2022
Year of Publication:2022
Language:English
Physical Description:1 online resource (219 p.)
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spelling Breuer, Henning, author. aut http://id.loc.gov/vocabulary/relators/aut
Gamification for Innovators and Entrepreneurs : Using Games to Drive Innovation and Facilitate Learning / John Bessant, Henning Breuer, Sune Gudiksen.
Berlin ; Boston : De Gruyter, [2022]
©2022
1 online resource (219 p.)
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
Description based on online resource; title from PDF title page (publisher's Web site, viewed 04. Okt 2022)
Issued also in print.
This eBook is made available Open Access under a CC BY-NC-ND 4.0 license: https://creativecommons.org/licenses/by-nc-nd/4.0 https://www.degruyter.com/dg/page/open-access-policy
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
In English.
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
BUSINESS & ECONOMICS / Entrepreneurship. bisacsh
Entrepreneurship.
Games in teaching and learning.
Gamification.
Innovation management.
Innovation.
3-11-072554-1
Bessant, John, author. aut http://id.loc.gov/vocabulary/relators/aut
Breuer, Henning, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Dijk, Sandra, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Gudiksen, Sune, author. aut http://id.loc.gov/vocabulary/relators/aut
Gudiksen, Sune, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Ivanov, Kiril, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Lehmann, Claudia, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Leue-Bensch, Carina, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Plietzsch, Sina, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Pérez Quiñones, Keila Z., contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Sørensen, Leif, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Thomsen, Jacob, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
Weber, Lisa, contributor. ctb https://id.loc.gov/vocabulary/relators/ctb
language English
format eBook
author Breuer, Henning,
Breuer, Henning,
Bessant, John,
Gudiksen, Sune,
spellingShingle Breuer, Henning,
Breuer, Henning,
Bessant, John,
Gudiksen, Sune,
Gamification for Innovators and Entrepreneurs : Using Games to Drive Innovation and Facilitate Learning /
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 --
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 --
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 --
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
author_facet Breuer, Henning,
Breuer, Henning,
Bessant, John,
Gudiksen, Sune,
Bessant, John,
Bessant, John,
Breuer, Henning,
Breuer, Henning,
Dijk, Sandra,
Dijk, Sandra,
Gudiksen, Sune,
Gudiksen, Sune,
Gudiksen, Sune,
Gudiksen, Sune,
Ivanov, Kiril,
Ivanov, Kiril,
Lehmann, Claudia,
Lehmann, Claudia,
Leue-Bensch, Carina,
Leue-Bensch, Carina,
Plietzsch, Sina,
Plietzsch, Sina,
Pérez Quiñones, Keila Z.,
Pérez Quiñones, Keila Z.,
Sørensen, Leif,
Sørensen, Leif,
Thomsen, Jacob,
Thomsen, Jacob,
Weber, Lisa,
Weber, Lisa,
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Breuer, Henning,
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Dijk, Sandra,
Dijk, Sandra,
Gudiksen, Sune,
Gudiksen, Sune,
Gudiksen, Sune,
Gudiksen, Sune,
Ivanov, Kiril,
Ivanov, Kiril,
Lehmann, Claudia,
Lehmann, Claudia,
Leue-Bensch, Carina,
Leue-Bensch, Carina,
Plietzsch, Sina,
Plietzsch, Sina,
Pérez Quiñones, Keila Z.,
Pérez Quiñones, Keila Z.,
Sørensen, Leif,
Sørensen, Leif,
Thomsen, Jacob,
Thomsen, Jacob,
Weber, Lisa,
Weber, Lisa,
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author_sort Breuer, Henning,
title Gamification for Innovators and Entrepreneurs : Using Games to Drive Innovation and Facilitate Learning /
title_sub Using Games to Drive Innovation and Facilitate Learning /
title_full Gamification for Innovators and Entrepreneurs : Using Games to Drive Innovation and Facilitate Learning / John Bessant, Henning Breuer, Sune Gudiksen.
title_fullStr Gamification for Innovators and Entrepreneurs : Using Games to Drive Innovation and Facilitate Learning / John Bessant, Henning Breuer, Sune Gudiksen.
title_full_unstemmed Gamification for Innovators and Entrepreneurs : Using Games to Drive Innovation and Facilitate Learning / John Bessant, Henning Breuer, Sune Gudiksen.
title_auth Gamification for Innovators and Entrepreneurs : Using Games to Drive Innovation and Facilitate Learning /
title_alt 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 --
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 --
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 --
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
title_new Gamification for Innovators and Entrepreneurs :
title_sort gamification for innovators and entrepreneurs : using games to drive innovation and facilitate learning /
publisher De Gruyter,
publishDate 2022
physical 1 online resource (219 p.)
Issued also in print.
contents 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 --
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 --
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 --
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
isbn 3-11-072558-4
3-11-072554-1
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dewey-hundreds 600 - Technology
dewey-tens 650 - Management & public relations
dewey-ones 658 - General management
dewey-full 658.514
dewey-sort 3658.514
dewey-raw 658.514
dewey-search 658.514
oclc_num 1346261395
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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. 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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</subfield></datafield><datafield tag="546" ind1=" " ind2=" "><subfield code="a">In English.</subfield></datafield><datafield tag="505" ind1="0" ind2="0"><subfield code="t">Frontmatter -- </subfield><subfield code="t">About the authors -- </subfield><subfield code="t">Preface -- </subfield><subfield code="t">Contents -- </subfield><subfield code="t">Part I Gamification, games and play as drivers of innovation and entrepreneurship -- </subfield><subfield code="t">Introduction -- </subfield><subfield code="t">Chapter 1 Challenges: Gamification and games to tackle grand challenges -- </subfield><subfield code="t">Chapter 2 Play: Playing games to develop ourselves -- </subfield><subfield code="t">Chapter 3 Innovation and entrepreneurship: Gamification and games in the innovation and entrepreneurship space -- </subfield><subfield code="t">Part II Using, adapting and creating games -- </subfield><subfield code="t">Introduction -- </subfield><subfield code="t">Chapter 4 Patterns: A pattern approach to gamification for innovation and entrepreneurship -- </subfield><subfield code="t">Chapter 5 Games: Using and adapting games for innovation and entrepreneurship -- </subfield><subfield code="t">Chapter 6 Gamification: Creating new gamified formats and games for unique challenges -- </subfield><subfield code="t">Part III Games tackling grand challenges in innovation and entrepreneurship -- </subfield><subfield code="t">Introduction -- </subfield><subfield code="t">Chapter 7 Games: Corporate sustainability innovation -- </subfield><subfield code="t">Chapter 8 Games: Customer first change -- </subfield><subfield code="t">Chapter 9 Games: Business model branching -- </subfield><subfield code="t">Chapter 10 Games: Shift innovation barriers -- </subfield><subfield code="t">Chapter 11 Games: Proximity seeker -- </subfield><subfield code="t">Chapter 12 Games: Ecosystem Canvas -- </subfield><subfield code="t">Chapter 13 Games: Lego serious play -- </subfield><subfield code="t">Part IV Our future with games for innovation and entrepreneurship -- </subfield><subfield code="t">Introduction -- </subfield><subfield code="t">Chapter 14 Education: Games for learning and training and teaching gamification -- </subfield><subfield code="t">Chapter 15 What’s next? Future challenges and chances for gamification -- </subfield><subfield code="t">Chapter 16 Outlook: What’s your future with games? -- </subfield><subfield code="t">Appendix 1 Gamification design patterns -- </subfield><subfield code="t">Appendix 2 Overview of games discussed in the book -- </subfield><subfield code="t">Appendix 3 Overview of games to facilitate values-based innovation -- </subfield><subfield code="t">Appendix 4 Overview of games to facilitate sustainability-oriented innovation -- </subfield><subfield code="t">References -- </subfield><subfield code="t">List of figures -- </subfield><subfield code="t">Index</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">BUSINESS &amp; ECONOMICS / Entrepreneurship.</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">Entrepreneurship.</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">Games in teaching and learning.</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">Gamification.</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">Innovation management.</subfield></datafield><datafield tag="653" ind1=" " ind2=" "><subfield code="a">Innovation.</subfield></datafield><datafield tag="776" ind1=" " ind2=" "><subfield code="z">3-11-072554-1</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Bessant, John, </subfield><subfield code="e">author.</subfield><subfield code="4">aut</subfield><subfield code="4">http://id.loc.gov/vocabulary/relators/aut</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Breuer, Henning, </subfield><subfield code="e">contributor.</subfield><subfield code="4">ctb</subfield><subfield code="4">https://id.loc.gov/vocabulary/relators/ctb</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Dijk, Sandra, </subfield><subfield code="e">contributor.</subfield><subfield code="4">ctb</subfield><subfield code="4">https://id.loc.gov/vocabulary/relators/ctb</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Gudiksen, Sune, </subfield><subfield code="e">author.</subfield><subfield code="4">aut</subfield><subfield code="4">http://id.loc.gov/vocabulary/relators/aut</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Gudiksen, Sune, </subfield><subfield code="e">contributor.</subfield><subfield code="4">ctb</subfield><subfield code="4">https://id.loc.gov/vocabulary/relators/ctb</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Ivanov, Kiril, </subfield><subfield code="e">contributor.</subfield><subfield code="4">ctb</subfield><subfield code="4">https://id.loc.gov/vocabulary/relators/ctb</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Lehmann, Claudia, </subfield><subfield code="e">contributor.</subfield><subfield code="4">ctb</subfield><subfield code="4">https://id.loc.gov/vocabulary/relators/ctb</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Leue-Bensch, Carina, </subfield><subfield code="e">contributor.</subfield><subfield code="4">ctb</subfield><subfield code="4">https://id.loc.gov/vocabulary/relators/ctb</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Plietzsch, Sina, </subfield><subfield code="e">contributor.</subfield><subfield code="4">ctb</subfield><subfield code="4">https://id.loc.gov/vocabulary/relators/ctb</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Pérez Quiñones, Keila Z., </subfield><subfield code="e">contributor.</subfield><subfield code="4">ctb</subfield><subfield code="4">https://id.loc.gov/vocabulary/relators/ctb</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Sørensen, Leif, </subfield><subfield code="e">contributor.</subfield><subfield code="4">ctb</subfield><subfield code="4">https://id.loc.gov/vocabulary/relators/ctb</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Thomsen, Jacob, </subfield><subfield code="e">contributor.</subfield><subfield code="4">ctb</subfield><subfield code="4">https://id.loc.gov/vocabulary/relators/ctb</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Weber, Lisa, </subfield><subfield code="e">contributor.</subfield><subfield code="4">ctb</subfield><subfield code="4">https://id.loc.gov/vocabulary/relators/ctb</subfield></datafield><datafield tag="906" ind1=" " ind2=" "><subfield code="a">BOOK</subfield></datafield><datafield tag="ADM" ind1=" " ind2=" "><subfield code="b">2023-01-12 02:22:21 Europe/Vienna</subfield><subfield code="f">system</subfield><subfield code="c">marc21</subfield><subfield code="a">2022-09-03 21:29:14 Europe/Vienna</subfield><subfield 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