Abstract
The Innovators Market Game (IMG), as presented in the previous chapters, has been proposed as a tool for aiding innovative thought and communication. This game, which stems from our 10 years of experience with chance discovery in which data visualization is applied to the decision-making process of business teams, is able to facilitate and encourage thought and communications for innovation as well as train individuals in analogical and combinatorial thinking. In this final chapter, we compare the effect of IMG when it is used as a board game with when it is used in a Web-based environment; in other words, face-to-face application vs. Web application. We will show that there are still certain aspects of innovative communication that we can improve, some with the board game and some with the Web. Finally, we conclude this book with the proposal of a new model of cycles of interaction between inventors and consumers in the real market to show that the Innovators’ Marketplace is a simplified realization of the modeled interaction.
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Ohsawa, Y., Nishihara, Y. (2012). IMG on the Web Versus on the Board, and Conclusion. In: Innovators' Marketplace. Understanding Innovation. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-25480-2_10
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DOI: https://doi.org/10.1007/978-3-642-25480-2_10
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