2021
DOI: 10.1007/978-3-030-73426-8_10
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A Matrix for Gamifying Development Workshops

Abstract: The interest in potentials of gamification for innovating businesses through collaboration and innovative development in businesses has been an ongoing topic in gamification research for the last decade. This based on the theoretical notion of gamification's potential to facilitate "third space communication" and games capability to improve user engagement in non-game settings by transforming this space into a "magic circle" of gameplay for innovative thinking. In this paper an initial matrix is presented for … Show more

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Cited by 2 publications
(2 citation statements)
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“…The purpose of presenting the concept of the magic circle is to start exploring the potentials of games and gamification as the facilitator of training a designerly mindset from the experiential learning perspective. This is based on the argument that a setting including gamification of tools, methods, and techniques can support stakeholders in developing a common interdisciplinary language (Gudiksen & Inlove, 2018;Madsen & Rasmussen, 2021) and heighten the innovation potential. Thus, the magic circle of games creates the training ground for experiential learning through generating experience with design methods by the experiences and reflection facilitated in a business design-orientated design game, that leads the way to abstract conceptualisation and active experimentation in practice, which is visualised in figure 1 with the green and yellow dotted line.…”
Section: : Method: the Magic Circle In Experiential Learningmentioning
confidence: 99%
See 1 more Smart Citation
“…The purpose of presenting the concept of the magic circle is to start exploring the potentials of games and gamification as the facilitator of training a designerly mindset from the experiential learning perspective. This is based on the argument that a setting including gamification of tools, methods, and techniques can support stakeholders in developing a common interdisciplinary language (Gudiksen & Inlove, 2018;Madsen & Rasmussen, 2021) and heighten the innovation potential. Thus, the magic circle of games creates the training ground for experiential learning through generating experience with design methods by the experiences and reflection facilitated in a business design-orientated design game, that leads the way to abstract conceptualisation and active experimentation in practice, which is visualised in figure 1 with the green and yellow dotted line.…”
Section: : Method: the Magic Circle In Experiential Learningmentioning
confidence: 99%
“…Cards for IoT (Madsen & Rasmussen, 2021) is a game designed for exploring and ideating innovative ways to combine business model (BM) configurations with IoT (internet of things) technologies. The game is intended as an ideation game introducing players to IoT and BM terminology and possibilities through the gameplay, which requires players to combine different BM configurations (Taran et al, 2016) with IoT technology.…”
Section: 1: Cards For Iot: Business Model Configurations and Iot Technologiesmentioning
confidence: 99%