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  • Using Games to Activate and Train Innovators
    Yukio Ohsawa; Yoko Nishihara
    978-3-642-25480-2
    2012
    Edition 1
    • 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 can execute the process for their business
    • Components of Innovators’ Marketplace, e.g., tools for data visualization, effects of criticism, and underlying philosophies for innovation, are shown which are in themselves useful for discovering useful ideas in business
    • Easy guidance about original games (mentioned above in 3.12) with numerous illustrations and pictures
    • Experimental results shown as evidences of the effects of the methods
    • Includes supplementary material: sn.pub/extras

    €180

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