Extent: | 1 Online-Ressource (219 Seiten) Illustrationen, Diagramme |
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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