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...
Saved in:
VerfasserIn: | |
---|---|
MitwirkendeR: | |
Place / Publishing House: | Berlin ;, Boston : : De Gruyter, , [2022] ©2022 |
Year of Publication: | 2022 |
Language: | English |
Physical Description: | 1 online resource (219 p.) |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
id |
993568666304498 |
---|---|
ctrlnum |
(CKB)5680000000076965 (DE-B1597)571566 (DE-B1597)9783110725582 (NjHacI)995680000000076965 (MiAaPQ)EBC7090725 (Au-PeEL)EBL7090725 (OCoLC)1346261395 (EXLCZ)995680000000076965 |
collection |
bib_alma |
record_format |
marc |
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, |
author_variant |
h b hb h b hb j b jb s g sg |
author_role |
VerfasserIn VerfasserIn VerfasserIn VerfasserIn |
author2 |
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, |
author2_variant |
j b jb h b hb h b hb s d sd s d sd s g sg s g sg s g sg k i ki k i ki c l cl c l cl c l b clb c l b clb s p sp s p sp q k z p qkz qkzp q k z p qkz qkzp l s ls l s ls j t jt j t jt l w lw l w lw |
author2_role |
VerfasserIn VerfasserIn MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR VerfasserIn VerfasserIn MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR MitwirkendeR |
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 |
callnumber-first |
H - Social Science |
callnumber-subject |
HD - Industries, Land Use, Labor |
callnumber-label |
HD45 |
callnumber-sort |
HD 245 H466 42022 |
illustrated |
Not Illustrated |
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 |
work_keys_str_mv |
AT breuerhenning gamificationforinnovatorsandentrepreneursusinggamestodriveinnovationandfacilitatelearning AT bessantjohn gamificationforinnovatorsandentrepreneursusinggamestodriveinnovationandfacilitatelearning AT dijksandra gamificationforinnovatorsandentrepreneursusinggamestodriveinnovationandfacilitatelearning AT gudiksensune gamificationforinnovatorsandentrepreneursusinggamestodriveinnovationandfacilitatelearning AT ivanovkiril gamificationforinnovatorsandentrepreneursusinggamestodriveinnovationandfacilitatelearning AT lehmannclaudia gamificationforinnovatorsandentrepreneursusinggamestodriveinnovationandfacilitatelearning AT leuebenschcarina gamificationforinnovatorsandentrepreneursusinggamestodriveinnovationandfacilitatelearning AT plietzschsina gamificationforinnovatorsandentrepreneursusinggamestodriveinnovationandfacilitatelearning AT perezquinoneskeilaz gamificationforinnovatorsandentrepreneursusinggamestodriveinnovationandfacilitatelearning AT sørensenleif gamificationforinnovatorsandentrepreneursusinggamestodriveinnovationandfacilitatelearning AT thomsenjacob gamificationforinnovatorsandentrepreneursusinggamestodriveinnovationandfacilitatelearning AT weberlisa gamificationforinnovatorsandentrepreneursusinggamestodriveinnovationandfacilitatelearning |
status_str |
n |
ids_txt_mv |
(CKB)5680000000076965 (DE-B1597)571566 (DE-B1597)9783110725582 (NjHacI)995680000000076965 (MiAaPQ)EBC7090725 (Au-PeEL)EBL7090725 (OCoLC)1346261395 (EXLCZ)995680000000076965 |
carrierType_str_mv |
cr |
is_hierarchy_title |
Gamification for Innovators and Entrepreneurs : Using Games to Drive Innovation and Facilitate Learning / |
author2_original_writing_str_mv |
noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField noLinkedField |
_version_ |
1764995117509246976 |
fullrecord |
<?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>08633nam a22008535i 4500</leader><controlfield tag="001">993568666304498</controlfield><controlfield tag="005">20221004111318.0</controlfield><controlfield tag="006">m|||||o||d||||||||</controlfield><controlfield tag="007">cr || ||||||||</controlfield><controlfield tag="008">221004t20222022gw fo d z eng d</controlfield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">3-11-072558-4</subfield></datafield><datafield tag="024" ind1="7" ind2=" "><subfield code="a">10.1515/9783110725582</subfield><subfield code="2">doi</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(CKB)5680000000076965</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-B1597)571566</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-B1597)9783110725582</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(NjHacI)995680000000076965</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(MiAaPQ)EBC7090725</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(Au-PeEL)EBL7090725</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)1346261395</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(EXLCZ)995680000000076965</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-B1597</subfield><subfield code="b">eng</subfield><subfield code="c">DE-B1597</subfield><subfield code="e">rda</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="044" ind1=" " ind2=" "><subfield code="a">gw</subfield><subfield code="c">DE</subfield></datafield><datafield tag="050" ind1=" " ind2="4"><subfield code="a">HD45</subfield><subfield code="b">.H466 2022</subfield></datafield><datafield tag="072" ind1=" " ind2="7"><subfield code="a">BUS025000</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="082" ind1="0" ind2="4"><subfield code="a">658.514</subfield><subfield code="2">23</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Breuer, Henning, </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="245" ind1="1" ind2="0"><subfield code="a">Gamification for Innovators and Entrepreneurs :</subfield><subfield code="b">Using Games to Drive Innovation and Facilitate Learning /</subfield><subfield code="c">John Bessant, Henning Breuer, Sune Gudiksen.</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Berlin ;</subfield><subfield code="a">Boston : </subfield><subfield code="b">De Gruyter, </subfield><subfield code="c">[2022]</subfield></datafield><datafield tag="264" ind1=" " ind2="4"><subfield code="c">©2022</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 online resource (219 p.)</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="a">text</subfield><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="a">computer</subfield><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="a">online resource</subfield><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="588" ind1="0" ind2=" "><subfield code="a">Description based on online resource; title from PDF title page (publisher's Web site, viewed 04. Okt 2022)</subfield></datafield><datafield tag="530" ind1=" " ind2=" "><subfield code="a">Issued also in print.</subfield></datafield><datafield tag="540" ind1=" " ind2=" "><subfield code="a">This eBook is made available Open Access under a CC BY-NC-ND 4.0 license: </subfield><subfield code="u">https://creativecommons.org/licenses/by-nc-nd/4.0 </subfield><subfield code="u">https://www.degruyter.com/dg/page/open-access-policy</subfield></datafield><datafield tag="520" ind1=" " ind2=" "><subfield code="a">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</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 & 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 code="g">false</subfield></datafield><datafield tag="AVE" ind1=" " ind2=" "><subfield code="P">DOAB Directory of Open Access Books</subfield><subfield code="x">https://eu02.alma.exlibrisgroup.com/view/uresolver/43ACC_OEAW/openurl?u.ignore_date_coverage=true&portfolio_pid=5341197000004498&Force_direct=true</subfield><subfield code="Z">5341197000004498</subfield><subfield code="8">5341197000004498</subfield></datafield></record></collection> |