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This paper reports on the main piloting of the StartUp_EU (http://www.startup.odl.org/) Lifelong Learning European Project. StartUp_EU aimed at simulating the excitement and creative innovation of starting up new company. The project developed a series of serious mini-games, an encompassing Web2.0 platform based on ILIAS Learning Content Management System (LCMS) and a collaborative competition for...
Geogames are location-based games played in outdoor environments. Many use a time out mechanism to balance game play. Little is known on how this affects player motivation in learning experiences. We report evidence from an explorative empirical study which indicates that the perceived choice of a player has impact on the enjoyment of the learning experience. We identify the spatial choices of the...
Gamification is gaining an increasing interest, also in the field of instruction and training, thanks to its promise of engaging and motivating users. This paper presents the experience of a gamified short course on promotion of entrepreneurship that we have designed and executed for Electronic Engineering students. The short course relied on an extensive use of serious games for business and featured...
This paper presents the research work carried out by an interdisciplinary group of technologists, educators, and entertainment experts from the University of Deusto to develop a serious game to practice generic skills in job-oriented education. This innovative serious game focuses on entrepreneurship skills and problem solving competences. Technology is a facilitator for a new teaching methodology,...
Serious games, that is, the use of video games for education and training purposes, are becoming widespread in a variety of application domains from business management to surgical skills acquisition. With traditional “entertainment games”, game designers are primarily concerned with creating an engaging gameplay experience that will keep the players playing the game; to improve gameplay and engagement,...
In the intense competition, if the enterprises want to have permanent competitive advantage, they must have the ability of independent innovations. But the shortage of S&T credit handicaps enterprises' independent innovations badly. All kinds of credit shortage phenomena exited, this paper makes a model of scientific researcher and supervisor based on the game theory, analyzes adverse selecting...
Integrating entrepreneurship education and activities in computing curricula can have a significant effect on the creativity, innovativeness, leadership and entrepreneurial intentions of computing undergraduates. The paper examines the current status of professional computing education for undergraduate majors in regional universities of China. We describe our modus operandi in integrating entrepreneurial...
Knowledge sharing in industry-university cooperation through external sources internalization, realized the resources sharing and complementary strengths, help shorten the organization innovation time, strengthen the organization competition status.This paper reveals the principle of cooperative game theory; analyses the game assumption and game process of partners selecting on knowledge sharing in...
We are interested in a two-sided platform, in which dynamic innovation plays a role in stimulating consumer demand that also drives firms' incentive to innovate. By explicitly modeling the price competition within the two-sided market, we study ways consumers' platform fee interacts with firms' pricing strategies on the platform. Our framework also characterizes a dynamic R&D race and solves...
In the research, we investigate the role of diversification in the type of innovation strategy followed by incumbent firms in the IT industry. We setup a two-stage game theoretic model where, in the first stage, the incumbent decides whether to invest in R&D or acquire a pre-emptive stake in the entrant. In the second stage, the incumbent decides whether or not to acquire a successful entrant...
Based on theoretical analyses of relationship of open innovation, disruptive innovation and competence building, this paper attempts to propose a conceptual framework for strategic making of Chinese companies to improve their competence and competitiveness combining open innovation and disruptive innovation. The growth of a company, R&V is taken as a case to illustrate this argument. Theoretical...
The Innovators Market Game (IMG) has been proposed as a tool for aiding innovative thoughts and communication, coming after our 10-year experiences in chance discovery where tools of data visualization have been applied in cases of decision making of business teams. This game enabled to run and accelerate the process of innovation, as well as to train human's talent of analogical and combinatorial...
Virtual technology innovation team (VTIT) is a new organization form with integration of superior resources, based on innovative tasks. Its success or failure depends on the ability to achieve effective knowledge transfer and sharing in the VTIT, so it is very important to research on the stability and continuity of knowledge transfer. Based on establishment of the utility function, the paper analyzed...
The operating environment of the waterside approaches present a unique security challenge that is best managed through a combination of innovative technology and robust command and control arrangements, often across multiple organisations. This paper will describe the Australian efforts in tackling security on the waterfront from both the technology perspective, through testing and trials of security...
Based on the analysis of present literature of overseas and domestic scholars, the new connotation and main characteristics of Enterprise Technology Innovation Alliance (ETIA) are promoted, and this paper summarizes the research results about ETFA from three important aspects, including trust mechanism, risk management mechanism and interests distribution mechanism. Finally, some future research focuses...
The analyzing of dynamic game for innovation between cluster supply chain enterprises indicates: enterprise with non-cooperation innovation and without any spillover of information will engage the most R & D, and get the lowest efficiency and the least profit; enterprise with non-cooperation innovation and complete spillover of information will have the least R & D expenditures and the externalities...
In this paper, multi-disciplinary theory and the "discarded, and innovation" speculative view on the history of Traditional Ethnic Minority Sports Development, present and future development of the plight of the three dimensions of the problems. Put forward the guidance of scientific outlook on development to meet the needs of modern self-development and social development as the goal, attention...
Based on evolutionary game theory, this article analyzes the feasibility of cooperative innovation between enterprises and universities. The result shows that, under the case of cooperation, the benefits outweigh the risks, the bilateral strategies are all cooperation. In addition, this article categorizes the innovation models between enterprises and universities, and evaluates respectively the innovation...
It is the common practice of many countries that use government procurement to promote a nation's self-directed innovation capability. Under the policy of our country's government procurement oriented by self-directed innovation, this paper based on the theory of static game analyzes the game of suppliers in this activity. We found that there exist some risks when the policy is implemented and landed...
The research teams led by professors in universities and enterprises are divided into three different types in this paper separately, through studying the cooperative game of the former and the latter under three kinds of psychological types, 27 different cooperation relations have been obtained. Thus we can conclude that different professors and enterprises with different needs will choose different...
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