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Innovators' Marketplace

Using Games to Activate and Train Innovators

  • Book
  • © 2012

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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About this book

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.

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Keywords

Table of contents (10 chapters)

Authors and Affiliations

  • Department of Systems Innovation, The University of Tokyo School of Engineering, Bunkyo-ku, Japan

    Yukio Ohsawa, Yoko Nishihara

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

  • Topics: Innovation/Technology Management, Organization

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