Gamification and Games as Facilitation Methods for Innovation and Entrepreneurship - ISPIM Innovation conference, Firenze 2019

Henning Breuer, Sune Klok Gudiksen, Carmen Abril, claudia lehmann

Publikation: KonferencebidragPaperForskningpeer review

Abstract

Several companies, innovation consultants and entrepreneurs, as well as higher education institutions have embraced gamification and serious games to improve business performance. Only some use gamified interaction formats and games to drive exploration and qualitative change, and to engage participants in collaborative, co-creative, action-oriented and experience-based learning activities. Documentation of existing formats is scarce and inconsistent, and design guidelines and criteria for applicability and quality are missing. To tackle this gap, the Knowledge Alliance project named GAMIFY applies a design pattern approach to collect, consolidate and advance existing knowledge and organisational capabilities in games and gamification to support innovation and entrepreneurship. This paper lines out the scope and research design for the project, and introduces and exemplifies the design pattern approach to make gamification and games for innovation and entrepreneurship widely accessible.
OriginalsprogEngelsk
Publikationsdatojun. 2019
Antal sider21
StatusUdgivet - jun. 2019
BegivenhedISPIM Innovation Conference 2019 - ISPIM, Firenze, Italien
Varighed: 16 jun. 201920 jun. 2019
https://www.ispim-innovation-conference.com

Konference

KonferenceISPIM Innovation Conference 2019
LokationISPIM
Land/OmrådeItalien
ByFirenze
Periode16/06/201920/06/2019
Internetadresse

Emneord

  • game based design
  • innovation
  • innovation method
  • innovation management

Kunstnerisk udviklingsvirksomhed (KUV)

  • Nej

Citationsformater