Serious games effective in teaching (open) innovation & management

Serious games effective in teaching (open) innovation & management

Recently, an article about the effect of serious games on teaching and learning the essentials of (open) innovation and innovation management has been published on the ssrn. The authors have researched a group of students from different nationalities playing a game in the context of an education course. By playing the game, they had the following goals:

  • Creating a shared experience of social dynamics and the paradox of co-opetition for the students;
  • Enable critical reflection on social dynamics of co-opetition based on this experience;
  • Experience-based learning — enable the students to apply what they learned from their reflection and experience through iteration;
  • Create deeper understanding of open innovation;
The study uses a series of plays and discussions and compares the results of these sessions with game theory. They round up with several interesting conclusions:
  • We argued that play can be a source of creativity, imagination and fun in a teaching setting (cf. Kolb & Kolb, 2010).
  • We found evidence that playful games can help to create such an experience through interactive experience and simple simulation — thereby helping the students to better understand the theory behind open collaborative innovation (Bogers, 2012; Chesbrough, 2003; Chesbrough et al., 2006; Dahlander & Gann, 2010; Nalebuff & Brandenburger, 1997).
  • Moreover, playful games allow understanding open innovation as interplay of complex processes of relating, social capital, and institutions (Adler & Kwon, 2002; Nahapiet & Ghoshal, 1998; Rolfstam, 2009; Searle, 2005; Stacey & Griffin, 2005).
  • They thus allow us to get a more holistic understanding of the complex social dynamics that emerge when people have to deal with novelty. (Bogers & Sproedt, 2012).
Two of the most used innovation games in teaching (professionals) and higher education are:

 

Innovation Management Game: start-up of the year

Innovation Management Game: start-up of the year

Just like last year, we’ll publish a (small) list containing the most promising start-ups of the year. Obviously, we’ll share our opinion from the perspective of Open Innovation by answering the following questions:

  • Does the start-up contribute to the field of Open Innovation?
  • Does the start-up contribute to the field of Innovation Management?
  • Does the start-up contribute to the European knowledge economy?
  • Is the product/idea innovative?
  • Does it meet customer needs?

1st: Innovation Management Game

This year, the number 1 position goes to the Innovation Management Game. The Innovation Management Game is a business strategy simulation game for universities, higher education, business schools and corporate/executive trainings. The game centralizes topics like Open Innovation, Co-Creation, Innovation Management and Business Model Innovation.

Does the start-up contribute to the field of Open Innovation? 5/5
Does the start-up contribute to the field of Innovation Management? 5/5
Does the start-up contribute to the European knowledge economy? 5/5
Is the product/idea innovative? 4/5
Does it meet customer needs? 5/5
Overall: 4.8/5

2nd: Owlin

The second position goes to Owlin; a start-up in the financial sector that scans and analyzes social data and creates insights in financial opportunities before organisations and press offices would be able to recognize it themselves. Owlin is part of the Rockstart’s Acceleration Programme and received earlier this week €200.000 euro on venture capital.

Does the start-up contribute to the field of Open Innovation? 4/5
Does the start-up contribute to the field of Innovation Management? 4/5
Does the start-up contribute to the European knowledge economy? 5/5
Is the product/idea innovative? 5/5
Does it meet customer needs? 5/5
Overall 4.6/5

 3rd: Fosbury

Just a few months online, however already getting wide attention, Fosbury. A start-up, developed by two of the former founders of Yunoo, that enables organization to quickly segment and advertise coupons and vouchers to smartphones. We’re expecting this type of organisation to set back the traditional paper advertising markets before the end of 2013.

Does the start-up contribute to the field of Open Innovation? 4/5
Does the start-up contribute to the field of Innovation Management? 3/5
Does the start-up contribute to the European knowledge economy? 5/5
Is the product/idea innovative? 4/5
Does it meet customer needs? 5/5
Overall: 4.2/5