Gamification for Innovators and Entrepreneurs

Gamification for Innovators and Entrepreneurs PDF Author: Henning Breuer
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110725665
Category : Business & Economics
Languages : en
Pages : 215

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Book Description
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

Gamification for Innovators and Entrepreneurs

Gamification for Innovators and Entrepreneurs PDF Author: Henning Breuer
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110725665
Category : Business & Economics
Languages : en
Pages : 215

Get Book Here

Book Description
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

Gamification for Business

Gamification for Business PDF Author: Sune Gudiksen
Publisher: Kogan Page Publishers
ISBN: 0749484330
Category : Business & Economics
Languages : en
Pages : 321

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Book Description
Gamification for Business shows how games and game-based design can be used to effectively tackle business challenges and improve organizational performance. From siloed working and information overload to the clash between ongoing operations and innovation, this book shows how to identify what type of game is best suited to each business issue. With guidance on online games, simulations, event-based games and gamified training, this book ensures that business leaders and senior decision makers feel confident in their ability to assess the opportunities of each type of gamification for their business. Including case studies from more than 20 organizations who have implemented a game-based solution, this book outlines the business issue in each company and the aim of the game, the impact the game had and key learning points to help readers implement a similar type of game in their own business. Based on extensive research into the effectiveness of games and real-world examples from companies who have experienced the benefits of serious games and design thinking, Gamification for Business is essential reading for all business professionals looking to improve employee motivation, boost engagement, create a cohesive team environment and facilitate innovation in their company for improved business performance.

Gamification in Business Innovation

Gamification in Business Innovation PDF Author: Fenja Franke
Publisher: BWV Verlag
ISBN: 3830536518
Category : Gamification
Languages : en
Pages : 123

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Book Description
Fenja Franke & Avo Schönbohm Gamification in Business Innovation Quasi-Experimental Research Results on Gamified Idea Generation

Handbook of Research on Gamification Dynamics and User Experience Design

Handbook of Research on Gamification Dynamics and User Experience Design PDF Author: Bernardes, Oscar
Publisher: IGI Global
ISBN: 1668442922
Category : Computers
Languages : en
Pages : 541

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Book Description
In today’s digital society, organizations must utilize technology in order to engage their audiences. Innovative game-like experiences are an increasingly popular way for businesses to interact with their customers; however, correctly implementing this technology can be a difficult task. To ensure businesses have the appropriate information available to successfully utilize gamification in their daily activities, further study on the best practices and strategies for implementation is required. The Handbook of Research on Gamification Dynamics and User Experience Design considers the importance of gamification in the context of organizations’ improvements and seeks to investigate game design from the experience of the user by providing relevant academic work, empirical research findings, and an overview of the field of study. Covering topics such as digital ecosystems, distance learning, and security awareness, this major reference work is ideal for policymakers, technology developers, managers, government officials, researchers, scholars, academicians, practitioners, instructors, and students.

Gamification for Business by Sune Gudiksen and Jake Inlove (Summary)

Gamification for Business by Sune Gudiksen and Jake Inlove (Summary) PDF Author: QuickRead
Publisher: QuickRead.com
ISBN:
Category : Study Aids
Languages : en
Pages :

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Book Description
Why games are invaluable for entrepreneurs and innovators. Games: are they just for kids? Or are they the key to success and innovation? In Gamification for Business (2018), Sune Gudiksen and Jake Inlove demonstrate that games aren’t just for kids. And they have more potential than you think! In fact, as the authors have discovered through their firsthand experience with game design and business management, games can actually help us unlock a new level of accessibility and potential for connecting with clients and colleagues alike. Do you want more free book summaries like this? Download our app for free at https://www.QuickRead.com/App and get access to hundreds of free book and audiobook summaries.

Disciplined Entrepreneurship

Disciplined Entrepreneurship PDF Author: Bill Aulet
Publisher: John Wiley & Sons
ISBN: 1118692284
Category : Business & Economics
Languages : en
Pages : 288

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Book Description
24 Steps to Success! Disciplined Entrepreneurship will change the way you think about starting a company. Many believe that entrepreneurship cannot be taught, but great entrepreneurs aren’t born with something special – they simply make great products. This book will show you how to create a successful startup through developing an innovative product. It breaks down the necessary processes into an integrated, comprehensive, and proven 24-step framework that any industrious person can learn and apply. You will learn: Why the “F” word – focus – is crucial to a startup’s success Common obstacles that entrepreneurs face – and how to overcome them How to use innovation to stand out in the crowd – it’s not just about technology Whether you’re a first-time or repeat entrepreneur, Disciplined Entrepreneurship gives you the tools you need to improve your odds of making a product people want. Author Bill Aulet is the managing director of the Martin Trust Center for MIT Entrepreneurship as well as a senior lecturer at the MIT Sloan School of Management. For more please visit http://disciplinedentrepreneurship.com/

Why Games Are Good For Business

Why Games Are Good For Business PDF Author: Helen Routledge
Publisher: Springer
ISBN: 1137448989
Category : Business & Economics
Languages : en
Pages : 233

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Book Description
By tapping into the same psychology that keeps gamers glued to Minecraft or World of Warcraft, innovative organizations are creating their own engaging and flexible learning experiences. They're called Serious Games. This is a practical toolkit for those who want to learn about more serious games and how to apply them in the workplace.

For the Win, Revised and Updated Edition

For the Win, Revised and Updated Edition PDF Author: Kevin Werbach
Publisher: University of Pennsylvania Press
ISBN: 1613631049
Category : Business & Economics
Languages : en
Pages : 153

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Book Description
"A QUICK BUT THOUGHTFUL LOOK INTO THE PROS AND CONS OF GAMIFICATION…."—Daniel H. Pink, Author, Drive Why can't life—and business—be fun? For thousands of years, we've created things called games that tap the tremendous psychic power of fun. In a revised and updated edition of For the Win: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact, authors Kevin Werbach and Dan Hunter argue that applying the lessons of gamification could change your business, the way you learn or teach, and even your life. Werbach and Hunter explain how games can be used as a valuable tool to address serious pursuits like marketing, productivity enhancement, education, innovation, customer engagement, human resources, and sustainability. They reveal how, why, and when gamification works—and what not to do. Discover the successes—and failures—of organizations that are using gamification: How a South Korean company called Neofect is using gamification to help people recover from strokes;How a tool called SuperBetter has demonstrated significant results treating depression, concussion symptoms, and the mental health harms of the COVID-19 pandemic through game thinking; How the ride-hailing giant Uber once used gamification to influence their drivers to work longer hours than they otherwise wanted to, causing swift backlash. The story of gamification isn't fun and games by any means. It's serious. When used carefully and thoughtfully, gamification produces great outcomes for users, in ways that are hard to replicate through other methods. Other times, companies misuse the "guided missile" of gamification to have people work and do things in ways that are against their self-interest. This revised and updated edition incorporates the most prominent research findings to provide a comprehensive gamification playbook for the real world.

Gamification of the Internal Innovation Process

Gamification of the Internal Innovation Process PDF Author: Julius Schöning
Publisher: GRIN Verlag
ISBN: 3668045933
Category : Business & Economics
Languages : en
Pages : 81

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Book Description
Bachelor Thesis from the year 2014 in the subject Business economics - Offline Marketing and Online Marketing, grade: 1,3, Technical University of Munich (TUM School of Management), language: English, abstract: Gamification has been hyped during the last years. There are studies predicting an enormous rise of the rate of companies gamifying their innovation process. Nevertheless, the majority of those projects are supposed to fail because the application might be designed poorly. In this thesis, a comprehensive examination of theoretical background is delivered, the providers of gamification software are ascertained, case studies of some of their completed projects are analyzed, and interviews are conducted with implementing consultants. The thesis concludes that gamifying an innovation platform for time-restricted innovation challenges can be a very powerful and successful management tool if implemented properly. Open-ended gamification approaches of innovation platforms usually fail to meet its business objectives in the long run because participation decreases over time.

Creativity for Innovation Management

Creativity for Innovation Management PDF Author: Ina Goller
Publisher: Taylor & Francis
ISBN: 1000909026
Category : Business & Economics
Languages : en
Pages : 383

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Book Description
Creativity for Innovation Management is a rigorous yet applied guide, which illustrates what creativity is, why it matters, and how it can be developed at both individual and group levels. Unlike many technique-oriented books, this book combines theory with practice, drawing on the latest research in psychology, organisational behaviour, innovation and entrepreneurship. The text provides a range of opportunities to explore innovative and creative processes and develop them via activities linked to relevant tools and techniques, as well as real-life case studies. By working through key competence areas at personal and then team levels, the book demonstrates to students how to build entrepreneurial practices, strong, innovative teams, and organisations that encourage and facilitate innovative thinking. This second edition has been updated throughout, including a new chapter exploring the impact of emerging technologies on creativity, further material on human-centred design, crowdsourcing and collaboration platforms, and cross-cultural differences in innovation management. This textbook is ideal for postgraduate students of Innovation and Creativity and Entrepreneurship, as well as professionals who want to excel by developing and applying their own creativity at work. Online resources complement the book, with access to key tools, techniques, and activities, as well as supporting video and audio material and cases, to support learning and teaching.