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Articles

Playful Collaboration (or Not): Using a Game to Grasp the Social Dynamics of Open Innovation in Innovation and Business Education

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Pages 75-97 | Published online: 03 Oct 2012

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Read on this site (4)

Kim Holflod. (2023) Playful learning and boundary-crossing collaboration in higher education: a narrative and synthesising review. Journal of Further and Higher Education 47:4, pages 465-480.
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Marleen Dieleman, Aušrinė Šilenskytė, Karen Lynden, Margaret Fletcher & Daria Panina. (2022) Toward More Impactful International Business Education: A Teaching Innovation Typology. Journal of Teaching in International Business 33:4, pages 181-202.
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Madhu Viswanathan, Arun Sreekumar, Ronald Duncan & Sophy Cai. (2022) Global Virtual Immersion in a Post-Covid World: Lessons Learned in Moving from Sympathy to Informed Empathy in Subsistence Marketplaces. Journal of Teaching in International Business 33:4, pages 203-223.
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Frederick M.C. van Amstel, Vedran Zerjav, Timo Hartmann, Geert P.M.R. Dewulf & Mascha C. van der Voort. (2016) Expensive or expansive? Learning the value of boundary crossing in design projects. Engineering Project Organization Journal 6:1, pages 15-29.
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Articles from other publishers (12)

Gaurangi Laud, Jodie Conduit & Ingo Oswald Karpen. (2023) Member (co)creativity in open innovation communities. European Journal of Marketing 57:8, pages 2021-2047.
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Zygmunt Kruczek, Adam R. Szromek, Miłosz Jodłowski, Katarzyna Gmyrek & Karolina Nowak. (2023) Visiting national parks during the COVID-19 pandemic - an example of social adaptation of tourists in the perspective of creating social innovations. Journal of Open Innovation: Technology, Market, and Complexity 9:2, pages 100062.
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Francisco Lepe-Salazar & Sarita Salgado-Torres. (2023) Multiple Composite Scenarios: A Game-Based Methodology for the Prevention of Mental Disorders. Entertainment Computing 44, pages 100519.
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Rui Patricio, Antonio Carrizo Moreira & Francesco Zurlo. (2022) Gamification in innovation teams. International Journal of Innovation Studies 6:3, pages 156-168.
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Apoorv Naresh Bhatt, Shakuntala Acharya & Amaresh Chakrabarti. (2021) EXTENDED TAXONOMY OF DESIGN AND INNOVATION GAMES TO IDENTIFY PERSPECTIVES OF DEVELOPMENT AND EVALUATION. Proceedings of the Design Society 1, pages 1547-1556.
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Pedro Cardoso, Viviane Peçaibes, Bruno Giesteira & Liliana Correia de Castro. 2021. Handbook of Research on Solving Modern Healthcare Challenges With Gamification. Handbook of Research on Solving Modern Healthcare Challenges With Gamification 154 185 .
Andres Aguilera-Castillo, Mauricio Guerrero-Cabarcas, Camila Andrea Fúquene & William Fernando Rios. 2021. Research Anthology on Business and Technical Education in the Information Era. Research Anthology on Business and Technical Education in the Information Era 731 754 .
Stephanie Wheeler, Jonathan Passmore & Richard Gold. (2020) All to play for: LEGO® SERIOUS PLAY® and its impact on team cohesion, collaboration and psychological safety in organisational settings using a coaching approach. Journal of Work-Applied Management 12:2, pages 141-157.
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Vijayakumar Bharathi S. & Mugdha Shailendra Kulkarni. (2020) Competition in Monopoly. International Journal of Information and Communication Technology Education 16:3, pages 70-91.
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Andres Aguilera-Castillo, Mauricio Guerrero-Cabarcas, Camila Andrea Fúquene & William Fernando Rios. 2020. Teaching, Learning, and Leading With Computer Simulations. Teaching, Learning, and Leading With Computer Simulations 128 158 .
Yiming Ma, Flore Vallet, François Cluzel & Bernard Yannou. (2019) Analysing the Relevance of Serious Game Elements for Effectively Teaching Innovation Processes. Proceedings of the Design Society: International Conference on Engineering Design 1:1, pages 439-448.
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Klaus-Peter Schulz, Silke Geithner, Christian Woelfel & Jens Krzywinski. (2015) Toolkit-Based Modelling and Serious Play as Means to Foster Creativity in Innovation Processes. Creativity and Innovation Management 24:2, pages 323-340.
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