Gamification for Innovators and Entrepreneurs
eBook - ePub

Gamification for Innovators and Entrepreneurs

Using Games to Drive Innovation and Facilitate Learning

Henning Breuer, John Bessant, Sune Gudiksen

  1. 219 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Gamification for Innovators and Entrepreneurs

Using Games to Drive Innovation and Facilitate Learning

Henning Breuer, John Bessant, Sune Gudiksen

Book details
Table of contents
Citations

About This Book

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

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Information

Publisher
De Gruyter
Year
2022
ISBN
9783110725667
Edition
1

Table of contents

    Citation styles for Gamification for Innovators and Entrepreneurs

    APA 6 Citation

    Breuer, H., Bessant, J., & Gudiksen, S. (2022). Gamification for Innovators and Entrepreneurs (1st ed.). De Gruyter. Retrieved from https://www.perlego.com/book/3720191 (Original work published 2022)

    Chicago Citation

    Breuer, Henning, John Bessant, and Sune Gudiksen. (2022) 2022. Gamification for Innovators and Entrepreneurs. 1st ed. De Gruyter. https://www.perlego.com/book/3720191.

    Harvard Citation

    Breuer, H., Bessant, J. and Gudiksen, S. (2022) Gamification for Innovators and Entrepreneurs. 1st edn. De Gruyter. Available at: https://www.perlego.com/book/3720191 (Accessed: 5 July 2024).

    MLA 7 Citation

    Breuer, Henning, John Bessant, and Sune Gudiksen. Gamification for Innovators and Entrepreneurs. 1st ed. De Gruyter, 2022. Web. 5 July 2024.