Home Business & Economics Chapter 2 Play: Playing games to develop ourselves
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Chapter 2 Play: Playing games to develop ourselves

  • Henning Breuer , John Bessant and Sune Gudiksen
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© 2022 Walter de Gruyter GmbH, Berlin/Boston

© 2022 Walter de Gruyter GmbH, Berlin/Boston

Chapters in this book

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