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        Gamification for Innovators and Entrepreneurs

        Using Games to Drive Innovation and Facilitate Learning

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        Author(s)
        Bessant, John
        Breuer, Henning
        Gudiksen, Sune
        Collection
        EU collection
        Language
        English
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        Abstract
        This book provides a research-based overview of the use of games to facilitate learning in innovation/entrepreneurship and draws on work in several European institutions and well-known companies. Also, it provides a review of experiences in using games, a typology and a model for introducing games into course design. Examples include games specifically designed and developed within the project plus signpost links to an online library of games.
        URI
        https://library.oapen.org/handle/20.500.12657/59620
        Keywords
        Gamification; Games in teaching and learning Innovation; Entrepreneurship; Innovation; management
        DOI
        10.1515/9783110725582
        ISBN
        9783110725582, 9783110725582, 9783110725544, 9783110725667
        Publisher
        De Gruyter
        Publisher website
        https://www.degruyter.com/
        Publication date and place
        Berlin/Boston, 2022
        Grantor
        • European Commission - 600947-EPP-1-2018-1-DE-EPPKA2-KA - GAMIFY
        Imprint
        De Gruyter
        Classification
        Entrepreneurship / Start-ups
        Pages
        219
        Rights
        https://creativecommons.org/licenses/by-nc-nd/4.0/
        • Imported or submitted locally

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        License

        • If not noted otherwise all contents are available under Attribution 4.0 International (CC BY 4.0)

        Credits

        • logo EU
        • This project received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 683680, 810640, 871069 and 964352.

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