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Evidence-Based Guidelines for Innovators’ Marketplace

  • Yukio Ohsawa
  • Yoko Nishihara
Chapter
Part of the Understanding Innovation book series (UNDINNO)

Abstract

We have tested out the Innovators’ Market Game using several different types of players. For example, in some games, all the players were from our School of Engineering (The University of Tokyo), while in others, the players consisted of students from across multiple disciplines (engineering, economics, law, etc.), or business people from multiple sections of a company (research, product design/development, marketing, etc.). We also tried open games where students and business people joined anonymously.

Keywords

Business People Game Board Cognitive Empathy Market Game Combine Idea 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

References

  1. Nishihara Y, Ohsawa Y (2010) Communication analysis on innovators market game. In: Proceedings on the 11th international symposium on knowledge systems sciences (KSS2010), Xian Jiaotong UniversityGoogle Scholar
  2. Ohsawa Y, Nishihara Y (2009) Niche of idea activations as source of social creativity. In: Proceedings of the 2009 IEEE international conference on systems, man, and cybernetics (SMC2009), Texas. IEEE Press, Piscataway, pp 1704–1709Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2012

Authors and Affiliations

  1. 1.School of Engineering Department of Systems InnovationThe University of TokyoTokyoJapan

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