Gamestorming
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Gamestorming
Gamestorming is a set of practices for facilitating innovation in the business world. A facilitator leads a group towards some goal by way of a game, a structured activity that provides scope for thinking freely, even playfully. The word ''gamestorming itself,'' as a neologism, is a portmanteau suggestive of using ''games'' for ''brainstorming''. A game may be thought of as an alternative to the standard business meeting. Most games involve 3 to 20 people and last from 15 minutes to an hour and a half. A game suspends some of the usual protocols of life and replaces them with a new set of rules for interaction. Games may require a few props such as sticky notes, poster paper, markers, random pictures from magazines, or thought provoking objects. Gamestorming skills include asking questions (opening, navigating, examining, experimenting, closing), structuring large diagrams, sketching ideas, fusing words and pictures into visual language, and most importantly, improvising to choo ...
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Innovation Game
{{One source, date=March 2022 Within qualitative marketing research, the phrase innovation game refers to a form of primary market research developed by Luke Hohmann where customers play a set of directed games as a means of generating feedback about a product or service. The research is primary because the data collected is gathered directly from customers or prospects and is intended to answer a specific research question. (Secondary research is data collected previously by others, usually through primary research, that may or may not address a specific research question.) “Customers” who play innovation games are commonly direct recipients or consumers of a specific product or service. In some cases, though, game players may be any person or system who is or would be affected by a product or service. Innovation games are directed by a facilitator whose responsibilities include: * explaining the game(s) to be played; * controlling the pacing and tempo of each game; * monit ...
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Innovation
Innovation is the practical implementation of ideas that result in the introduction of new goods or services or improvement in offering goods or services. ISO TC 279 in the standard ISO 56000:2020 defines innovation as "a new or changed entity realizing or redistributing value". Others have different definitions; a common element in the definitions is a focus on newness, improvement, and spread of ideas or technologies. Innovation often takes place through the development of more-effective products, processes, services, technologies, art works or business models that innovators make available to markets, governments and society. Innovation is related to, but not the same as, invention: innovation is more apt to involve the practical implementation of an invention (i.e. new / improved ability) to make a meaningful impact in a market or society, and not all innovations require a new invention. Technical innovation often manifests itself via the engineering process when the prob ...
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Creativity Technique
Creativity techniques are methods that encourage creative actions, whether in the arts or sciences. They focus on a variety of aspects of creativity, including techniques for idea generation and divergent thinking, methods of re-framing problems, changes in the affective environment and so on. They can be used as part of problem solving, artistic expression, or therapy. Some techniques require groups of two or more people while other techniques can be accomplished alone. These methods include word games, written exercises and different types of improvisation, or algorithms for approaching problems. Aleatory techniques exploiting randomness are also common. Aleatory techniques Aleatoricism is the incorporation of chance (random elements) into the process of creation, especially the creation of art or media. Aleatoricism is commonly found in music, art, and literature, particularly in poetry. In film, Andy Voda made a movie in 1979 called '' Chance Chants'', which he produced by ...
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Technological Innovation System
The technological innovation system is a concept developed within the scientific field of innovation studies which serves to explain the nature and rate of technological change. A Technological Innovation System can be defined as ‘a dynamic network of agents interacting in a specific economic/industrial area under a particular institutional infrastructure and involved in the generation, diffusion, and utilization of technology’. The approach may be applied to at least three levels of analysis: to a technology in the sense of a knowledge field, to a product or an artefact, or to a set of related products and artifacts aimed at satisfying a particular (societal) function’. With respect to the latter, the approach has especially proven itself in explaining why and how sustainable (energy) technologies have developed and diffused into a society, or have failed to do so. Technology improves throughout the years, and so do we. Background The concept of a technological innovation ...
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Team Building
Team building is a collective term for various types of activities used to enhance social relations and define roles within teams, often involving collaborative tasks. It is distinct from team training, which is designed by a combine of business managers, learning and development/OD (Internal or external) and an HR Business Partner (if the role exists) to improve the efficiency, rather than interpersonal relations. Many team-building exercises aim to expose and address interpersonal problems within the group. Over time, these activities are intended to improve performance in a team-based environment. Team building is one of the foundations of organizational development that can be applied to groups such as sports teams, school classes, military units or flight crews. The formal definition of team-building includes: * aligning around goals * building effective working relationships * reducing team members' role ambiguity * finding solutions to team problems Team building is one o ...
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Seven Management And Planning Tools
The ''seven management and planning tools'' have their roots in operations research work done after World War II and the Japanese '' total quality control'' (TQC) research. The New seven tools Affinity Diagram J method/h2> Affinity diagrams are a special kind of brainstorming tool that organize large amount of disorganized data and information into groupings based on natural relationships. It was created in the 1960s by the Japanese anthropologist Jiro Kawakita. It is also known as KJ diagram, after Jiro Kawakita. An affinity diagram is used when: # You are confronted with many facts or ideas in apparent chaos. # Issues seem too large and complex to grasp. Interrelationship diagram Interrelationship diagrams (IDs) displays all the interrelated cause-and-effect relationships and factors involved in a complex problem and describes desired outcomes. The process of creating an interrelationship diagram helps a group analyze the natural links between different aspects of a comp ...
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Serious Game
A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, politics and art. Serious games are a subgenre of serious storytelling, where storytelling is applied "outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality ... and is part of a thoughtful progress". The idea shares aspects with simulation generally, including flight simulation and medical simulation, but explicitly emphasizes the added pedagogical value of fun and competition. History The use of games in educational circles has been practiced since at least the twentieth century. Use of paper-based educational games became popular in the 1960s and 1970s, but waned under the Back to Basics teaching movement. (The Bac ...
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Open Innovation
Open innovation is a term used to promote an information age mindset toward innovation that runs counter to the secrecy and silo mentality of traditional corporate research labs. The benefits and driving forces behind increased openness have been noted and discussed as far back as the 1960s, especially as it pertains to interfirm cooperation in R&D. Use of the term 'open innovation' in reference to the increasing embrace of external cooperation in a complex world has been promoted in particular by Henry Chesbrough, adjunct professor and faculty director of the Center for Open Innovation of the Haas School of Business at the University of California, and Maire Tecnimont Chair of Open Innovation at Luiss. The term was originally referred to as "a paradigm that assumes that firms can and should use external ideas as well as internal ideas, and internal and external paths to market, as the firms look to advance their technology". More recently, it is defined as "a distributed innova ...
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Game
A game is a structured form of play (activity), play, usually undertaken for enjoyment, entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games). Games are sometimes played purely for enjoyment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a World Chess Championship, chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who is part of their audience and who is a player. A toy and a game are not the same. Toys generally allow for unrestr ...
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Facilitation (business)
Facilitation in business, organizational development (OD) and consensus decision-making refers to the process of designing and running a meeting according to a previously agreed set of requirements. Facilitation concerns itself with all the tasks needed to reach a productive and impartial meeting outcome that reflects the agreed objectives and deliverables defined upfront by the meeting owner or client. Areas of application Facilitation is "used in a wide range of situations and occupations, including workplaces, leisure and health activities, organizational planning and community development". Facilitation serves the needs of any group who are meeting with a common purpose, whether it be making a decision, solving a problem, or simply exchanging ideas and information. It does not lead the group, nor does it try to distract or to entertain. A slightly different interpretation focuses more specifically on a group that is engaged in experiential learning.Heron, J. ''The Complete F ...
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Business Game
Business game (also called business simulation game) refers to simulation games that are used as an educational tool for teaching business. Business games may be carried out for various business training such as: general management, finance, organizational behavior, human resources, etc. Often, the term "business simulation" is used with the same meaning. A business game is defined as "a game with a business environment that can lead to one or both of the following results: the training of players in business skills (hard and/or soft), or the evaluation of players' performances (quantitatively and/or qualitatively)". Business games are used as a teaching method in universities, and more particularly in business schools, but also for executive education. Simulation are considered to be an innovative learning method, and are often computer-based. History Computer-supported business simulation originated from military war games, and came into existence during the late 1950's. Bus ...
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