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Innovation Gaming: An Immersive Experience Environment Enabling Co-creation

Chapitre d'ouvrage scientifique
Author
PALLOT, Marc
485173 Nottingham University Business School [Nottingham]
LE MARC, Celine
SCHMIDT, Colin
MATHIEU, Jean-Pierre
ccRICHIR, Simon
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]

URI
http://hdl.handle.net/10985/10167
DOI
10.4018/978-1-4666-0149-9.ch001
Date
2012

Abstract

A 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.

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