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dc.contributor.author
 hal.structure.identifier
PALLOT, Marc
485173 Nottingham University Business School [Nottingham]
dc.contributor.authorLE MARC, Celine
dc.contributor.authorSCHMIDT, Colin
dc.contributor.authorMATHIEU, Jean-Pierre
dc.contributor.author
 hal.structure.identifier
RICHIR, Simon
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.date.accessioned2015
dc.date.available2015
dc.date.issued2012
dc.date.submitted2015
dc.identifier.urihttp://hdl.handle.net/10985/10167
dc.description.abstractA number of existing innovation paradigms and design approaches such as Open Innovation (Chesbrough, 2003), User Experience (Hassenzahl & Tractinsky, 2006) and User-Centred Design (Von Hippel, 2005), as well as User-Centred Open Innovation Ecosystems (Pallot, 2009a) are 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.
dc.language.isoen
dc.publisherMaria Manuela Cruz-Cunha
dc.rightsPost-print
dc.titleInnovation Gaming: An Immersive Experience Environment Enabling Co-creation
dc.identifier.doi10.4018/978-1-4666-0149-9.ch001
dc.typdocChapitre d'ouvrage scientifique
dc.localisationCentre de Angers
dc.localisationInstitut de Laval
dc.subject.halSciences de l'Homme et Société: Sciences de l'information et de la communication
ensam.title.proceedingSerious Games as Educational, Business and Research Tools
ensam.page1-24
hal.statusunsent


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