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Gamification for Innovators and Entrepreneurs - Using Games to Drive Innovation and Facilitate Learning (Paperback)
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Gamification for Innovators and Entrepreneurs - Using Games to Drive Innovation and Facilitate Learning (Paperback)
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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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