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

Resumé

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
LandItalien
ByFirenze
Periode16/06/201920/06/2019
Internetadresse

Emneord

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

Kunstnerisk udviklingsvirksomhed (KUV)

  • Nej

Citer dette

Breuer, H., Gudiksen, S. K., Abril, C., & lehmann, C. (2019). Gamification and Games as Facilitation Methods for Innovation and Entrepreneurship - ISPIM Innovation conference, Firenze 2019. Afhandling præsenteret på ISPIM Innovation Conference 2019, Firenze, Italien.
Breuer, Henning ; Gudiksen, Sune Klok ; Abril, Carmen ; lehmann, claudia. / Gamification and Games as Facilitation Methods for Innovation and Entrepreneurship - ISPIM Innovation conference, Firenze 2019. Afhandling præsenteret på ISPIM Innovation Conference 2019, Firenze, Italien.21 s.
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title = "Gamification and Games as Facilitation Methods for Innovation and Entrepreneurship - ISPIM Innovation conference, Firenze 2019",
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.",
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Breuer, H, Gudiksen, SK, Abril, C & lehmann, C 2019, 'Gamification and Games as Facilitation Methods for Innovation and Entrepreneurship - ISPIM Innovation conference, Firenze 2019', Paper fremlagt ved ISPIM Innovation Conference 2019, Firenze, Italien, 16/06/2019 - 20/06/2019.

Gamification and Games as Facilitation Methods for Innovation and Entrepreneurship - ISPIM Innovation conference, Firenze 2019. / Breuer, Henning; Gudiksen, Sune Klok; Abril, Carmen; lehmann, claudia.

2019. Afhandling præsenteret på ISPIM Innovation Conference 2019, Firenze, Italien.

Publikation: KonferencebidragPaperForskningpeer review

TY - CONF

T1 - Gamification and Games as Facilitation Methods for Innovation and Entrepreneurship - ISPIM Innovation conference, Firenze 2019

AU - Breuer, Henning

AU - Gudiksen, Sune Klok

AU - Abril, Carmen

AU - lehmann, claudia

PY - 2019/6

Y1 - 2019/6

N2 - 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.

AB - 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.

KW - game based design

KW - innovation

KW - innovation method

KW - innovation management

KW - gamification

KW - games

KW - play

KW - learning

KW - design patterns

KW - product and service innovation

KW - strategic and business model innovation

KW - renewal of work processes

M3 - Paper

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Breuer H, Gudiksen SK, Abril C, lehmann C. Gamification and Games as Facilitation Methods for Innovation and Entrepreneurship - ISPIM Innovation conference, Firenze 2019. 2019. Afhandling præsenteret på ISPIM Innovation Conference 2019, Firenze, Italien.