"This book introduces the potential of gamification and games to solve the great societal and organisational challenges that corporations and public institutions are dealing with today. It is written for innovation professionals, entrepreneurs, game designers, and students who seek to understand and apply the potential of gamification and games in different organisations. The essential insights from this book build on results from the European GAMIFY project: It leverages the knowledge of more than 150 experts we interviewed and the lessons learned from developing games responding to innovation challenges in leading European firms. GAMIFY stands for 'Games as Methods to enhance Innovation and Entrepreneurship'. The project was motivated by the observation that games and gamification have been successfully used to increase productivity within organisations, and in isolated initiatives, also to facilitate the innovation and entrepreneurship (I&E) capabilities of organisations." (Preface, page 5)
1 Challenges: Gamification and games to tackle grand challenges, 16
The power of games to tackle grand challenges -- Previous findings on gamification and games for innovation and entrepreneurship -- Preview of the book
2 Play: Playing games to develop ourselves, 31
Learning to play -- Creating structures for play and games as structured play -- Playing to learn
3 Innovation and entrepreneurship: Gamification and games in the innovation and entrepreneurship space, 42
What is the innovation and entrepreneurship landscape? -- The core body of knowledge -- Games for map-making at the innovation frontier
4 Patterns: A pattern approach to gamification for innovation and entrepreneurship, 52
Design patterns to develop gamified facilitation formats for innovation -- The structure of the gamification pattern collection -- Individual flow and component patterns
5 Games: Using and adapting games for innovation and entrepreneurship, 66
Using existing games for relatively simple, pre-defined challenges -- Adapting and customizing games for individual organizations and innovation projects -- Innovation and entrepreneurship games to use or adapt
6 Gamification: Creating new gamified formats and games for unique challenges, 81
Five steps and a canvas to create new games from scratch using patterns -- Contexts for gamification and selecting the right methodology -- Guidelines and insights for design and implementation
7 Games: Corporate sustainability innovation / Henning Breuer & Kiril Ivanov, 95
8 Games: Customer first change / Sune Gudiksen, Lisa Weber & Leif Sørensen, 102
9 Games: Business model branching / Sune Gudiksen, 107
10 Games: Shift innovation barriers / Sune Gudiksen & Carina Leue-Bensch, 115
11 Games: Proximity seeker / Keila Z. Pérez Quiñones & Sune Gudiksen, 121
12 Games: Ecosystem Canvas / Jacob Thomsen & Sune Gudiksen, 125
13 Games: Lego serious play / Sandra Dijk & Sina Plietzsch & Claudia Lehmann, 131
14 Education: Games for learning and training and teaching gamification, 140
Games for learning, teaching and training -- New forms of encounter between students and companies -- Teaching gamification with patterns
15 What's next? Future challenges and chances for gamification, 148
Tracking and sustaining impact -- Technological developments and embodiment -- Foundational challenges and trending application contexts for games
16 Outlook: What's your future with games? 155