| 000 | 03279nam a22004815i 4500 | ||
|---|---|---|---|
| 001 | 978-3-642-25480-2 | ||
| 003 | DE-He213 | ||
| 005 | 20140220083305.0 | ||
| 007 | cr nn 008mamaa | ||
| 008 | 120224s2012 gw | s |||| 0|eng d | ||
| 020 |
_a9783642254802 _9978-3-642-25480-2 |
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| 024 | 7 |
_a10.1007/978-3-642-25480-2 _2doi |
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| 050 | 4 | _aHD28-70 | |
| 072 | 7 |
_aKJM _2bicssc |
|
| 072 | 7 |
_aBUS041000 _2bisacsh |
|
| 082 | 0 | 4 |
_a650 _223 |
| 100 | 1 |
_aOhsawa, Yukio. _eauthor. |
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| 245 | 1 | 0 |
_aInnovators' Marketplace _h[electronic resource] : _bUsing Games to Activate and Train Innovators / _cby Yukio Ohsawa, Yoko Nishihara. |
| 264 | 1 |
_aBerlin, Heidelberg : _bSpringer Berlin Heidelberg : _bImprint: Springer, _c2012. |
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| 300 |
_aXXIV, 195 p. 95 illus. _bonline resource. |
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| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _bcr _2rdacarrier |
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| 347 |
_atext file _bPDF _2rda |
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| 490 | 1 |
_aUnderstanding Innovation, _x2197-5752 |
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| 505 | 0 | _a1. Introduction: innovation as a serious entertainment -- 2. Chance discovery as value sensing for innovation -- 3. Using maps for scenario externalization -- 4. Theories for innovative thought and communication -- 5. Analogy game: training and activating analogical thought -- 6. Innovators’ market game: communication with and for innovative thinking -- 7. Evidence-based guidelines for innovators’ marketplace -- 8. Innovators’ marketplace as integrated process: an industrial case -- 9. Application case: policies for long-lasting safety of nuclear power plants -- 10. Img on the web? And conclusion -- Index. | |
| 520 | _aThis 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. | ||
| 650 | 0 | _aEconomics. | |
| 650 | 0 | _aIndustrial management. | |
| 650 | 0 | _aBusiness planning. | |
| 650 | 1 | 4 | _aEconomics/Management Science. |
| 650 | 2 | 4 | _aManagement/Business for Professionals. |
| 650 | 2 | 4 | _aInnovation/Technology Management. |
| 650 | 2 | 4 | _aOrganization/Planning. |
| 700 | 1 |
_aNishihara, Yoko. _eauthor. |
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| 710 | 2 | _aSpringerLink (Online service) | |
| 773 | 0 | _tSpringer eBooks | |
| 776 | 0 | 8 |
_iPrinted edition: _z9783642254796 |
| 830 | 0 |
_aUnderstanding Innovation, _x2197-5752 |
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| 856 | 4 | 0 | _uhttp://dx.doi.org/10.1007/978-3-642-25480-2 |
| 912 | _aZDB-2-SBE | ||
| 999 |
_c102432 _d102432 |
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