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Titlebook: Innovators‘ Marketplace; Using Games to Activ Yukio Ohsawa,Yoko Nishihara Book 2012 Springer-Verlag Berlin Heidelberg 2012 analogy.combinat

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書目名稱Innovators‘ Marketplace
副標題Using Games to Activ
編輯Yukio Ohsawa,Yoko Nishihara
視頻videohttp://file.papertrans.cn/468/467578/467578.mp4
概述The first book presenting components and the overall process of Innovators’ Marketplace, a powerful and enjoyable process for innovation.Real cases are shown, so that practitioners can learn how they
叢書名稱Understanding Innovation
圖書封面Titlebook: Innovators‘ Marketplace; Using Games to Activ Yukio Ohsawa,Yoko Nishihara Book 2012 Springer-Verlag Berlin Heidelberg 2012 analogy.combinat
描述This 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.
出版日期Book 2012
關鍵詞analogy; combination of ideas; communication of stakeholders; data visualization; process for innovation
版次1
doihttps://doi.org/10.1007/978-3-642-25480-2
isbn_softcover978-3-642-44456-2
isbn_ebook978-3-642-25480-2Series ISSN 2197-5752 Series E-ISSN 2197-5760
issn_series 2197-5752
copyrightSpringer-Verlag Berlin Heidelberg 2012
The information of publication is updating

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Theories for Innovative Thought and Communication,hat underlies all thought and communication related to innovation. Experimental methods based on the paradigm of cognitive psychology and observational methods like participant observation have been used to study the process of human creativity in detail.
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IMG on the Web Versus on the Board, and Conclusion,improve, some with the board game and some with the Web. Finally, we conclude this book with the proposal of a new model of cycles of interaction between inventors and consumers in the real market to show that the Innovators’ Marketplace is a simplified realization of the modeled interaction.
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Application Case: Policies for Long-Lasting Safety of Nuclear Power Plants,ork of tsugology is used here as the backbone of idea representation. The case we present demonstrates how reflecting on participants’ consciousness of tsugoes during the Innovators’ Marketplace process has a positive effect on the quality of the ideas obtained.
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