Chapter
Open Access
Introduction
-
Henning Breuer
Chapters in this book
- Frontmatter i
- About the authors 4
- Preface 5
- Contents 10
-
Part I Gamification, games and play as drivers of innovation and entrepreneurship
- Introduction 15
- Chapter 1 Challenges: Gamification and games to tackle grand challenges 16
- Chapter 2 Play: Playing games to develop ourselves 31
- Chapter 3 Innovation and entrepreneurship: Gamification and games in the innovation and entrepreneurship space 42
-
Part II Using, adapting and creating games
- Introduction 51
- Chapter 4 Patterns: A pattern approach to gamification for innovation and entrepreneurship 52
- Chapter 5 Games: Using and adapting games for innovation and entrepreneurship 66
- Chapter 6 Gamification: Creating new gamified formats and games for unique challenges 81
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Part III Games tackling grand challenges in innovation and entrepreneurship
- Introduction 93
- Chapter 7 Games: Corporate sustainability innovation 95
- Chapter 8 Games: Customer first change 102
- Chapter 9 Games: Business model branching 107
- Chapter 10 Games: Shift innovation barriers 115
- Chapter 11 Games: Proximity seeker 121
- Chapter 12 Games: Ecosystem Canvas 125
- Chapter 13 Games: Lego serious play 131
-
Part IV Our future with games for innovation and entrepreneurship
- Introduction 139
- Chapter 14 Education: Games for learning and training and teaching gamification 140
- Chapter 15 What’s next? Future challenges and chances for gamification 148
- Chapter 16 Outlook: What’s your future with games? 155
- Appendix 1 Gamification design patterns 158
- Appendix 2 Overview of games discussed in the book 166
- Appendix 3 Overview of games to facilitate values-based innovation 178
- Appendix 4 Overview of games to facilitate sustainability-oriented innovation 184
- References 193
- List of figures 213
- Index 215
Chapters in this book
- Frontmatter i
- About the authors 4
- Preface 5
- Contents 10
-
Part I Gamification, games and play as drivers of innovation and entrepreneurship
- Introduction 15
- Chapter 1 Challenges: Gamification and games to tackle grand challenges 16
- Chapter 2 Play: Playing games to develop ourselves 31
- Chapter 3 Innovation and entrepreneurship: Gamification and games in the innovation and entrepreneurship space 42
-
Part II Using, adapting and creating games
- Introduction 51
- Chapter 4 Patterns: A pattern approach to gamification for innovation and entrepreneurship 52
- Chapter 5 Games: Using and adapting games for innovation and entrepreneurship 66
- Chapter 6 Gamification: Creating new gamified formats and games for unique challenges 81
-
Part III Games tackling grand challenges in innovation and entrepreneurship
- Introduction 93
- Chapter 7 Games: Corporate sustainability innovation 95
- Chapter 8 Games: Customer first change 102
- Chapter 9 Games: Business model branching 107
- Chapter 10 Games: Shift innovation barriers 115
- Chapter 11 Games: Proximity seeker 121
- Chapter 12 Games: Ecosystem Canvas 125
- Chapter 13 Games: Lego serious play 131
-
Part IV Our future with games for innovation and entrepreneurship
- Introduction 139
- Chapter 14 Education: Games for learning and training and teaching gamification 140
- Chapter 15 What’s next? Future challenges and chances for gamification 148
- Chapter 16 Outlook: What’s your future with games? 155
- Appendix 1 Gamification design patterns 158
- Appendix 2 Overview of games discussed in the book 166
- Appendix 3 Overview of games to facilitate values-based innovation 178
- Appendix 4 Overview of games to facilitate sustainability-oriented innovation 184
- References 193
- List of figures 213
- Index 215