Please use this identifier to cite or link to this item: https://hdl.handle.net/10419/281249 
Year of Publication: 
2022
Publisher: 
De Gruyter, Berlin/Boston
Abstract: 
This book provides a research-based overview of the use of games to facilitate learning in innovation/entrepreneurship and draws on work in several European institutions and well-known companies. Also, it provides a review of experiences in using games, a typology and a model for introducing games into course design. Examples include games specifically designed and developed within the project plus signpost links to an online library of games.
Subjects: 
Gamification
Games in teaching and learning Innovation
Entrepreneurship
Innovation
management
Persistent Identifier of the first edition: 
ISBN: 
978-3-11-072558-2
Creative Commons License: 
cc-by-nc-nd Logo
Document Type: 
Book
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