Understanding Innovation

Innovators' Marketplace

Using Games to Activate and Train Innovators

Authors: Ohsawa, Yukio, Nishihara, Yoko

  • 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
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Buy this book

eBook $109.00
price for USA (gross)
  • ISBN 978-3-642-25480-2
  • Digitally watermarked, DRM-free
  • Included format: PDF, EPUB
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Hardcover $139.00
price for USA
  • ISBN 978-3-642-25479-6
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
Softcover $139.00
price for USA
  • ISBN 978-3-642-44456-2
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
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.

Table of contents (10 chapters)

  • Introduction: Innovation as a Serious Entertainment

    Ohsawa, Yukio (et al.)

    Pages 1-14

  • Chance Discovery as Value Sensing for Innovation

    Ohsawa, Yukio (et al.)

    Pages 15-31

  • Using Maps for Scenario Externalization

    Ohsawa, Yukio (et al.)

    Pages 33-57

  • Theories for Innovative Thought and Communication

    Ohsawa, Yukio (et al.)

    Pages 59-76

  • Analogy Game: Training and Activating Analogical Thought

    Ohsawa, Yukio (et al.)

    Pages 77-95

Buy this book

eBook $109.00
price for USA (gross)
  • ISBN 978-3-642-25480-2
  • Digitally watermarked, DRM-free
  • Included format: PDF, EPUB
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Hardcover $139.00
price for USA
  • ISBN 978-3-642-25479-6
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
Softcover $139.00
price for USA
  • ISBN 978-3-642-44456-2
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
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Bibliographic Information

Bibliographic Information
Book Title
Innovators' Marketplace
Book Subtitle
Using Games to Activate and Train Innovators
Authors
Series Title
Understanding Innovation
Copyright
2012
Publisher
Springer-Verlag Berlin Heidelberg
Copyright Holder
Springer-Verlag Berlin Heidelberg
eBook ISBN
978-3-642-25480-2
DOI
10.1007/978-3-642-25480-2
Hardcover ISBN
978-3-642-25479-6
Softcover ISBN
978-3-642-44456-2
Series ISSN
2197-5752
Edition Number
1
Number of Pages
XXIV, 196
Topics