Open Innovation Business Modeling: Gamification and Design Thinking Applications
Gespeichert in:
Beteilige Person: | |
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Format: | Buch |
Sprache: | Englisch |
Veröffentlicht: |
Cham
Springer
[2019]
|
Schriftenreihe: | Contributions to Management Science
SpringerLink : Bücher |
Schlagwörter: | |
Links: | https://doi.org/10.1007/978-3-319-91282-0 http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=030620646&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
Umfang: | xv, 127 Seiten |
ISBN: | 9783319912813 |
DOI: | 10.1007/978-3-319-91282-0 |
Internformat
MARC
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Datensatz im Suchindex
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adam_text | Contents
Part I State of the Art on Open Innovation Business Models
1 Theoretical Framework and Proposed Model.............................. 3
1.1 Innovation: From the Concept to Ecosystems............................ 3
1.2 Absorptive Capacity in Open Innovation........ . . ............. 12
1.2.1 Absorptive Capacity: Conceptualization........................ 12
1.2.2 Absorption in Open Innovation and Coopetition................. 16
1.3 Coopetition Linkages in Open Innovation ........................... 17
1.3.1 Coopetition: Definitions...................................... 17
1.3.2 Coopetition Linkages: Benefits and Risks...................... 18
1.3.3 Motivations and Applications of Open Innovation............... 20
1.4 Open Innovation Business Model....................................... 26
1.4.1 Business Model: Definitions................................... 26
1.4.2 Elements of the Business Model Structure...................... 30
1.4.3 Business Model Dynamics and Innovation........................ 30
1.4.4 Organizational (re)configuration in Open Innovation...... 35
1.4.5 Identifying the Characteristics of Transactional Structure . . 38
1.5 Conceptual Model—Open Innovation Bridge: Tangram Model. . . 43
References........................................................... 47
Part II Empirical Application of Open Innovation Business Models
2 Methodological Design and Empirical Findings..................... 61
2.1 Sample, Database and Model........................................... 61
2.2 Variables............................................................ 62
2.2.1 Dependent V ariable........................................... 62
2.2.2 Independent Variables........................................ 63
2.2.3 Control Variables........................................... 66
2.3 Results.............................................................. 66
2.3.1 Descriptive Statistics and Multicollinearity Analysis......... 66
2.3.2 Synthesis and Contrast of the Empirical Evidence.............. 67
xi
Contents
Xll
2.4 Remarks, Implications, Limitations and Research Avenues ...... 75
2.4.1 Implications for R D Managers and Public
Policy-makers................................................. 76
2.4.2 Limitations and Future Research.......... ............. 78
References......................................................... 79
Part III Gaming and Design of Open Innovation Business Models
3 Concepts, Methodologies and Tools of Gamification and Design
Thinking................................................................ 85
3.1 From the Entrepreneur to Technology-Based Entrepreneurship . . . 85
3.2 From Thinking Design to the Pentagon of Exploiting
the Opportunity...................................................... 92
3.2.1 Modelling Open Innovation Business............................ 92
3.2.2 Design Thinking: Business Modelling Tool. . . ................ 94
3.3 Business Model: Gaming and Designing . ......................... 101
3.3.1 Immersion/Inspiration with the Canvas Model: Value
Screen...................................................... 101
3.3.2 Analysis and Synthesis with the Open Innovation
Bridge: Tangram Model........................................ 107
3.3.3 Ideation with the Succinct Plan of Business Opportunity . . . 109
3.3.4 Prototyping with Value Proposition and Customer
Segments.................................................... 109
3.3.5 Test with the Business Plan.................................. Ill
3.4 Course Program..................................................... 118
3.4.1 Objectives.................................................. 119
3.4.2 Results of Learning......................................... 120
3.4.3 Teaching and Learning Strategies............................. 121
3.5 Concluding Remarks............................................. 124
References........................................................... 125
|
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dewey-raw | 658.022 |
dewey-search | 658.022 |
dewey-sort | 3658.022 |
dewey-tens | 650 - Management and auxiliary services |
discipline | Wirtschaftswissenschaften |
doi_str_mv | 10.1007/978-3-319-91282-0 |
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id | DE-604.BV045232287 |
illustrated | Not Illustrated |
indexdate | 2024-12-20T18:21:32Z |
institution | BVB |
isbn | 9783319912813 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-030620646 |
oclc_num | 1061551866 |
open_access_boolean | |
owner | DE-355 DE-BY-UBR |
owner_facet | DE-355 DE-BY-UBR |
physical | xv, 127 Seiten |
publishDate | 2019 |
publishDateSearch | 2019 |
publishDateSort | 2019 |
publisher | Springer |
record_format | marc |
series2 | Contributions to Management Science SpringerLink : Bücher |
spellingShingle | Leitão, João Open Innovation Business Modeling Gamification and Design Thinking Applications Design Thinking (DE-588)1052824455 gnd Geschäftsmodell (DE-588)7737985-8 gnd Open Innovation (DE-588)7732141-8 gnd |
subject_GND | (DE-588)1052824455 (DE-588)7737985-8 (DE-588)7732141-8 |
title | Open Innovation Business Modeling Gamification and Design Thinking Applications |
title_auth | Open Innovation Business Modeling Gamification and Design Thinking Applications |
title_exact_search | Open Innovation Business Modeling Gamification and Design Thinking Applications |
title_full | Open Innovation Business Modeling Gamification and Design Thinking Applications João Leitão |
title_fullStr | Open Innovation Business Modeling Gamification and Design Thinking Applications João Leitão |
title_full_unstemmed | Open Innovation Business Modeling Gamification and Design Thinking Applications João Leitão |
title_short | Open Innovation Business Modeling |
title_sort | open innovation business modeling gamification and design thinking applications |
title_sub | Gamification and Design Thinking Applications |
topic | Design Thinking (DE-588)1052824455 gnd Geschäftsmodell (DE-588)7737985-8 gnd Open Innovation (DE-588)7732141-8 gnd |
topic_facet | Design Thinking Geschäftsmodell Open Innovation |
url | https://doi.org/10.1007/978-3-319-91282-0 http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=030620646&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT leitaojoao openinnovationbusinessmodelinggamificationanddesignthinkingapplications |