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Innovation Gaming: An Immersive Experience Environment Enabling Co-creation
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Author(s): Marc Pallot (Centre for Concurrent Enterprise, Nottingham University Business School, UK), Céline Le Marc (Arts et Metiers ParisTech, LAMPA, France), Simon Richir (Arts et Metiers ParisTech, LAMPA, France), Colin Schmidt (Le Mans University, France)and Jean-Pierre Mathieu (AUDENCIA Nantes, France)
Copyright: 2012
Pages: 24
Source title:
Handbook of Research on Serious Games as Educational, Business and Research Tools
Source Author(s)/Editor(s): Maria Manuela Cruz-Cunha (Polytechnic Institute of Cavado and Ave, Portugal)
DOI: 10.4018/978-1-4666-0149-9.ch001
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Abstract
A number of existing innovation paradigms and design approaches, such as open innovation (Chesbrough, 2003), user experience (Hassenzahl & Tractinsky, 2006), user-centred design (Von Hippel, 2005), and user-centred open innovation ecosystems (Pallot, 2009a), are all promoting distributed collaboration among organisations and user communities. However, project stakeholders are mainly trained for improving their individual skills through learning experience (i.e. practical exercises, role playing game) rather than getting a live user experience through immersive environments (e.g. Virtual Reality, Serious Games) that could unleash their creativity potential. This chapter introduces the findings of a study on serious gaming, which discusses various aspects of games and explores a number of issues related to the use of innovation games for enabling user co-creation in the context of collaborative innovation and experiential living labs.
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