Extent:
1 Online-Ressource (219 Seiten)
Illustrationen, Diagramme
Series:
Type of publication: Book / Working Paper
Language: English
Notes:
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
In English
Issued also in print
ISBN: 978-3-11-072558-2 ; 978-3-11-072566-7 ; 978-3-11-072554-4
Other identifiers:
10.1515/9783110725582 [DOI]
Source:
ECONIS - Online Catalogue of the ZBW
Persistent link: https://www.econbiz.de/10014550642