Innovators' Marketplace: Using Games to Activate and Train by Yukio Ohsawa, Yoko Nishihara

By Yukio Ohsawa, Yoko Nishihara

This publication provides a robust process for innovation that enhances combinatorial and analogical concepts, with interdisciplinary communications between stakeholders out there. during this procedure referred to as Innovators' market, video games - Innovators' industry video game and Analogy online game - speed up the spiral of innovation with visualizing information at the connectivity of items of present wisdom. a few gamers invent rules via connecting and mixing pre-existing wisdom, whereas others overview the tips to come to a decision even if to shop for. In a pleased surroundings created by means of the video games, gamers glance past resistance to feedback, as experiments actual situations exhibit. they are going to begin considering and conversing in regards to the top section of the bulk, latent requisites sooner or later marketplace, and situations for pleasing these standards. This strategy embodies the main that an interdisciplinary mixture of industrial actors and assets, almost certainly with the looks of recent actors, triggers innovation.

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Springer LNCS 7516. Springer, Heidelberg Göbel S, Wiemeyer J (Hrsg) (2014) Games for training, education, health, and sports. Springer LNCS 8395.

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