Innovators' Marketplace: Using Games to Activate and Train by Yukio Ohsawa, Yoko Nishihara

By Yukio Ohsawa, Yoko Nishihara

This booklet offers a strong strategy for innovation that enhances combinatorial and analogical options, with interdisciplinary communications between stakeholders out there. during this strategy known as Innovators' market, video games - Innovators' marketplace online game and Analogy online game - speed up the spiral of innovation with visualizing facts at the connectivity of items of present wisdom. a few avid gamers invent rules through connecting and mixing pre-existing wisdom, whereas others assessment the guidelines to come to a decision even if to shop for. In a cheerful surroundings created by way of the video games, avid gamers glance past resistance to feedback, as experiments genuine situations express. they are going to begin pondering and conversing concerning the top phase of the bulk, latent specifications sooner or later industry, and eventualities for fulfilling these specifications. This method embodies the primary that an interdisciplinary mixture of commercial actors and assets, in all probability with the looks of latest actors, triggers innovation.

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2004). For example, we can guide traveling users of a mobile phone to a suitable restaurant by detecting their location with GPS, and we can analyze users’ emotional states by going over e-mail logs and data on heartbeats. Essentially, we can generalize the two approaches for moving beyond the hurdle in the diffusion of innovation by the following two steps: (1) Identify a suitable context and a scenario based on that context in which the value of an invented product/service will be sensed by consumers.

As discussed here, we emphasize there are people contributing to innovation on both the provider-side and the consumer-sides, and also in other groups of stakeholders. We all regard these people as innovators: The name Innovators’ Marketplace we have given to the methodology presented in this book reflects this essential concept. References Brin S, Page L (1998) The anatomy of a large-scale hypertextual web search engine. In: Seventh international world-wide web conference (WWW 1998), Brisbane, 1998 Campos J (1999) A message in an exchange on definitions of innovation.

Next, one moves from the intellectual construct mode to the transcendent mode, where the locus of concern is no longer bound to space and time. The feeling is not temporally or specially constrained. At this transcendent point, individuals are concerned with patterns of all kinds of relations into which things can enter. We can, for example, imagine a desirable mood in living without fixing the temporal order of events in a new life or space, develop faith in a religion, and understand others’ concepts and abstract desires for comfortable living.

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