Buch

Gamification for Innovators and Entrepreneurs: Using Games to Drive Innovation and Facilitate Learning

This book provides a research-based overview of the use of games to facilitate learning in innovation/entrepreneurship and draws on work in several European institutions and well-known companies. Also, it provides a review of experiences in using games, a typology and a model for introducing games into course design. Examples include games specifically designed and developed within the project plus signpost links to an online library of games.

ISBN
978-3-11-072558-2
Language
Englisch

Classification
Management
Subject
Gamification
Games in teaching and learning Innovation
Entrepreneurship
Innovation
management

Event
Geistige Schöpfung
(who)
Bessant, John
Breuer, Henning
Gudiksen, Sune
Event
Veröffentlichung
(who)
De Gruyter
(where)
Berlin/Boston
(when)
2022

DOI
doi:10.1515/9783110725582
Handle
Last update
10.03.2025, 11:43 AM CET

Data provider

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ZBW - Deutsche Zentralbibliothek für Wirtschaftswissenschaften - Leibniz-Informationszentrum Wirtschaft. If you have any questions about the object, please contact the data provider.

Object type

  • Buch

Associated

  • Bessant, John
  • Breuer, Henning
  • Gudiksen, Sune
  • De Gruyter

Time of origin

  • 2022

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