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
024 7 _a10.1007/978-3-642-25480-2
_2doi
050 4 _aHD28-70
072 7 _aKJM
_2bicssc
072 7 _aBUS041000
_2bisacsh
082 0 4 _a650
_223
100 1 _aOhsawa, Yukio.
_eauthor.
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.
300 _aXXIV, 195 p. 95 illus.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aUnderstanding Innovation,
_x2197-5752
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.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9783642254796
830 0 _aUnderstanding Innovation,
_x2197-5752
856 4 0 _uhttp://dx.doi.org/10.1007/978-3-642-25480-2
912 _aZDB-2-SBE
999 _c102432
_d102432