Innovators' Marketplace

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Details

With numerous illustrations, this volume guides readers through both the components and the overall process of Innovators' Marketplace, a game-based business innovation learning tool that allows players to both invent and evaluate commercial ideas.


This book presents a powerful method for innovation that reinforces combinatorial and analogical thoughts, with interdisciplinary communications among stakeholders in the market. In this method called Innovators' Marketplace, two games - Innovators' Market Game and Analogy Game - accelerate the spiral of innovation with visualizing data on the connectivity of pieces of existing knowledge. Some players invent ideas by connecting and combining pre-existing knowledge, while others evaluate the ideas to decide whether or not to buy. In a joyful atmosphere created by the games, players look beyond resistance to criticism, as experiments real cases show. They will start thinking and talking about the best segment of the majority, latent requirements in the future market, and scenarios for satisfying those requirements. This process embodies the principle that an interdisciplinary combination of business actors and resources, possibly with the appearance of new actors, triggers innovation.

The first book presenting components and the overall process of Innovators' Marketplace, a powerful and enjoyable process for innovation Real cases are shown, so that practitioners can learn how they can execute the process for their business Components of Innovators' Marketplace, e.g., tools for data visualization, effects of criticism, and underlying philosophies for innovation, are shown which are in themselves useful for discovering useful ideas in business Easy guidance about original games (mentioned above in 3.12) with numerous illustrations and pictures Experimental results shown as evidences of the effects of the methods Includes supplementary material: sn.pub/extras

Inhalt

  1. Introduction: innovation as a serious entertainment.- 2. Chance discovery as value sensing for innovation.- 3. Using maps for scenario externalization.- 4. Theories for innovative thought and communication.- 5. Analogy game: training and activating analogical thought.- 6. Innovators' market game: communication with and for innovative thinking.- 7. Evidence-based guidelines for innovators' marketplace.- 8. Innovators' marketplace as integrated process: an industrial case.- 9. Application case: policies for long-lasting safety of nuclear power plants.- 10. Img on the web? And conclusion.- Index.

Weitere Informationen

  • Allgemeine Informationen
    • GTIN 09783642254796
    • Sprache Englisch
    • Titel Innovators' Marketplace
    • Veröffentlichung 26.02.2012
    • ISBN 3642254799
    • Format Fester Einband
    • EAN 9783642254796
    • Jahr 2012
    • Größe H241mm x B160mm x T17mm
    • Autor Yoko Nishihara , Yukio Ohsawa
    • Untertitel Using Games to Activate and Train Innovators
    • Auflage 2012
    • Genre Management
    • Lesemotiv Verstehen
    • Anzahl Seiten 220
    • Herausgeber Springer Berlin Heidelberg
    • Gewicht 500g

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