Overview
- 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
Part of the book series: Understanding Innovation (UNDINNO)
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Table of contents (10 chapters)
Keywords
About this book
Authors and Affiliations
Bibliographic Information
Book Title: Innovators' Marketplace
Book Subtitle: Using Games to Activate and Train Innovators
Authors: Yukio Ohsawa, Yoko Nishihara
Series Title: Understanding Innovation
DOI: https://doi.org/10.1007/978-3-642-25480-2
Publisher: Springer Berlin, Heidelberg
eBook Packages: Business and Economics, Business and Management (R0)
Copyright Information: Springer-Verlag Berlin Heidelberg 2012
Hardcover ISBN: 978-3-642-25479-6Published: 26 February 2012
Softcover ISBN: 978-3-642-44456-2Published: 13 April 2014
eBook ISBN: 978-3-642-25480-2Published: 25 February 2012
Series ISSN: 2197-5752
Series E-ISSN: 2197-5760
Edition Number: 1
Number of Pages: XXIV, 196