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Kategorien:
Beschreibung
;
Dedication;
Foreword;
Preface;
Chapter 1: What Is a Game?;
1.1 The Evolution of the Game World;
1.2 The Game of Business;
1.3 Fuzzy Goals;
1.4 Game Design;
Chapter 2: 10 Essentials for Gamestorming;
2.1 1. Opening and Closing;
2.2 2. Fire Starting;
2.3 3. Artifacts;
2.4 4. Node Generation;
2.5 5. Meaningful Space;
2.6 6. Sketching and Model Making;
2.7 7. Randomness, Reversal, and Reframing;
2.8 8. Improvisation;
2.9 9. Selection;
2.10 10. Try Something New;
Chapter 3: Core Gamestorming Skills;
3.1 Asking Questions;
3.2 Creating Artifacts and Meaningful Space;
3.3 Employing Visual Language;
3.4 Improvisation;
3.5 Practice;
Chapter 4: Core Games;
4.1 The 7Ps Framework;
4.2 Affinity Map;
4.3 Bodystorming;
4.4 Card Sort;
4.5 Dot Voting;
4.6 Empathy Map;
4.7 Forced Ranking;
4.8 Post-Up;
4.9 Storyboard;
4.10 WhoDo;
Chapter 5: Games for Opening;
5.1 3-12-3 Brainstorm;
5.2 The Anti-Problem;
5.3 Brainwriting;
5.4 Context Map;
5.5 Cover Story;
5.6 Draw the Problem;
5.7 Fishbowl;
5.8 Forced Analogy;
5.9 Graphic Jam;
5.10 Heuristic Ideation Technique;
5.11 History Map;
5.12 Image-ination;
5.13 Low-Tech Social Network;
5.14 Mission Impossible;
5.15 Object Brainstorm;
5.16 Pecha Kucha/Ignite;
5.17 Pie Chart Agenda;
5.18 Poster Session;
5.19 Pre-Mortem;
5.20 Show and Tell;
5.21 Show Me Your Values;
5.22 Stakeholder Analysis;
5.23 Spectrum Mapping;
5.24 Trading Cards;
5.25 Visual Agenda;
5.26 Welcome to My World;
Chapter 6: Games for Exploring;
6.1 The 4Cs;
6.2 The 5 Whys;
6.3 Affinity Map;
6.4 Atomize;
6.5 The Blind Side;
6.6 Build the Checklist;
6.7 Business Model Canvas;
6.8 Button;
6.9 Campfire;
6.10 Challenge Cards;
6.11 Customer, Employee, Shareholder;
6.12 Design the Box;
6.13 Do, Redo & Undo;
6.14 Elevator Pitch;
6.15 Five-Fingered Consensus;
6.16 Flip It;
6.17 Force Field Analysis;
6.18 Give-and-Take Matrix;
6.19 Heart, Hand, Mind;
6.20 Help Me Understand;
6.21 Make a World;
6.22 Mood Board;
6.23 Open Space;
6.24 Pain-Gain Map;
6.25 The Pitch;
6.26 Product Pinocchio;
6.27 Post the Path;
6.28 RACI Matrix;
6.29 Red:Green Cards;
6.30 Speedboat;
6.31 SQUID;
6.32 Staple Yourself to Something;
6.33 SWOT Analysis;
6.34 Synesthesia;
6.35 Talking Chips;
6.36 Understanding Chain;
6.37 Value Mapping;
6.38 The Virtuous Cycle;
6.39 Visual Glossary;
6.40 Wizard of Oz;
6.41 The World Café;
Chapter 7: Games for Closing;
[...]100 Test;
7.2 20/20 Vision;
7.3 Ethos, Logos, Pathos;
7.4 Graphic Gameplan;
7.5 Impact & Effort Matrix;
7.6 Memory Wall;
7.7 NUF Test;
7.8 Plus/Delta;
7.9 Prune the Future;
7.10 Start, Stop, Continue;
7.11 Who/What/When Matrix;
Chapter 8: Putting Gamestorming to Work;
8.1 Imagine a World: The Betacup Story;
8.2 Game 1: Poster Session;
8.3 Game 2: Go for a Walk;
8.4 Game 3: Make Something Tangible;
8.5 Game 4: Bodystorming;
8.6 Gamestorming Results;
Acknowledgements;
Colophon;
Dedication;
Foreword;
Preface;
Chapter 1: What Is a Game?;
1.1 The Evolution of the Game World;
1.2 The Game of Business;
1.3 Fuzzy Goals;
1.4 Game Design;
Chapter 2: 10 Essentials for Gamestorming;
2.1 1. Opening and Closing;
2.2 2. Fire Starting;
2.3 3. Artifacts;
2.4 4. Node Generation;
2.5 5. Meaningful Space;
2.6 6. Sketching and Model Making;
2.7 7. Randomness, Reversal, and Reframing;
2.8 8. Improvisation;
2.9 9. Selection;
2.10 10. Try Something New;
Chapter 3: Core Gamestorming Skills;
3.1 Asking Questions;
3.2 Creating Artifacts and Meaningful Space;
3.3 Employing Visual Language;
3.4 Improvisation;
3.5 Practice;
Chapter 4: Core Games;
4.1 The 7Ps Framework;
4.2 Affinity Map;
4.3 Bodystorming;
4.4 Card Sort;
4.5 Dot Voting;
4.6 Empathy Map;
4.7 Forced Ranking;
4.8 Post-Up;
4.9 Storyboard;
4.10 WhoDo;
Chapter 5: Games for Opening;
5.1 3-12-3 Brainstorm;
5.2 The Anti-Problem;
5.3 Brainwriting;
5.4 Context Map;
5.5 Cover Story;
5.6 Draw the Problem;
5.7 Fishbowl;
5.8 Forced Analogy;
5.9 Graphic Jam;
5.10 Heuristic Ideation Technique;
5.11 History Map;
5.12 Image-ination;
5.13 Low-Tech Social Network;
5.14 Mission Impossible;
5.15 Object Brainstorm;
5.16 Pecha Kucha/Ignite;
5.17 Pie Chart Agenda;
5.18 Poster Session;
5.19 Pre-Mortem;
5.20 Show and Tell;
5.21 Show Me Your Values;
5.22 Stakeholder Analysis;
5.23 Spectrum Mapping;
5.24 Trading Cards;
5.25 Visual Agenda;
5.26 Welcome to My World;
Chapter 6: Games for Exploring;
6.1 The 4Cs;
6.2 The 5 Whys;
6.3 Affinity Map;
6.4 Atomize;
6.5 The Blind Side;
6.6 Build the Checklist;
6.7 Business Model Canvas;
6.8 Button;
6.9 Campfire;
6.10 Challenge Cards;
6.11 Customer, Employee, Shareholder;
6.12 Design the Box;
6.13 Do, Redo & Undo;
6.14 Elevator Pitch;
6.15 Five-Fingered Consensus;
6.16 Flip It;
6.17 Force Field Analysis;
6.18 Give-and-Take Matrix;
6.19 Heart, Hand, Mind;
6.20 Help Me Understand;
6.21 Make a World;
6.22 Mood Board;
6.23 Open Space;
6.24 Pain-Gain Map;
6.25 The Pitch;
6.26 Product Pinocchio;
6.27 Post the Path;
6.28 RACI Matrix;
6.29 Red:Green Cards;
6.30 Speedboat;
6.31 SQUID;
6.32 Staple Yourself to Something;
6.33 SWOT Analysis;
6.34 Synesthesia;
6.35 Talking Chips;
6.36 Understanding Chain;
6.37 Value Mapping;
6.38 The Virtuous Cycle;
6.39 Visual Glossary;
6.40 Wizard of Oz;
6.41 The World Café;
Chapter 7: Games for Closing;
[...]100 Test;
7.2 20/20 Vision;
7.3 Ethos, Logos, Pathos;
7.4 Graphic Gameplan;
7.5 Impact & Effort Matrix;
7.6 Memory Wall;
7.7 NUF Test;
7.8 Plus/Delta;
7.9 Prune the Future;
7.10 Start, Stop, Continue;
7.11 Who/What/When Matrix;
Chapter 8: Putting Gamestorming to Work;
8.1 Imagine a World: The Betacup Story;
8.2 Game 1: Poster Session;
8.3 Game 2: Go for a Walk;
8.4 Game 3: Make Something Tangible;
8.5 Game 4: Bodystorming;
8.6 Gamestorming Results;
Acknowledgements;
Colophon;
;
Dedication;
Foreword;
Preface;
Chapter 1: What Is a Game?;
1.1 The Evolution of the Game World;
1.2 The Game of Business;
1.3 Fuzzy Goals;
1.4 Game Design;
Chapter 2: 10 Essentials for Gamestorming;
2.1 1. Opening and Closing;
2.2 2. Fire Starting;
2.3 3. Artifacts;
2.4 4. Node Generation;
2.5 5. Meaningful Space;
2.6 6. Sketching and Model Making;
2.7 7. Randomness, Reversal, and Reframing;
2.8 8. Improvisation;
2.9 9. Selection;
2.10 10. Try Something New;
Chapter 3: Core Gamestorming Skills;
3.1 Asking Questions;
3.2 Creating Artifacts and Meaningful Space;
3.3 Employing Visual Language;
3.4 Improvisation;
3.5 Practice;
Chapter 4: Core Games;
4.1 The 7Ps Framework;
4.2 Affinity Map;
4.3 Bodystorming;
4.4 Card Sort;
4.5 Dot Voting;
4.6 Empathy Map;
4.7 Forced Ranking;
4.8 Post-Up;
4.9 Storyboard;
4.10 WhoDo;
Chapter 5: Games for Opening;
5.1 3-12-3 Brainstorm;
5.2 The Anti-Problem;
5.3 Brainwriting;
5.4 Context Map;
5.5 Cover Story;
5.6 Draw the Problem;
5.7 Fishbowl;
5.8 Forced Analogy;
5.9 Graphic Jam;
5.10 Heuristic Ideation Technique;
5.11 History Map;
5.12 Image-ination;
5.13 Low-Tech Social Network;
5.14 Mission Impossible;
5.15 Object Brainstorm;
5.16 Pecha Kucha/Ignite;
5.17 Pie Chart Agenda;
5.18 Poster Session;
5.19 Pre-Mortem;
5.20 Show and Tell;
5.21 Show Me Your Values;
5.22 Stakeholder Analysis;
5.23 Spectrum Mapping;
5.24 Trading Cards;
5.25 Visual Agenda;
5.26 Welcome to My World;
Chapter 6: Games for Exploring;
6.1 The 4Cs;
6.2 The 5 Whys;
6.3 Affinity Map;
6.4 Atomize;
6.5 The Blind Side;
6.6 Build the Checklist;
6.7 Business Model Canvas;
6.8 Button;
6.9 Campfire;
6.10 Challenge Cards;
6.11 Customer, Employee, Shareholder;
6.12 Design the Box;
6.13 Do, Redo & Undo;
6.14 Elevator Pitch;
6.15 Five-Fingered Consensus;
6.16 Flip It;
6.17 Force Field Analysis;
6.18 Give-and-Take Matrix;
6.19 Heart, Hand, Mind;
6.20 Help Me Understand;
6.21 Make a World;
6.22 Mood Board;
6.23 Open Space;
6.24 Pain-Gain Map;
6.25 The Pitch;
6.26 Product Pinocchio;
6.27 Post the Path;
6.28 RACI Matrix;
6.29 Red:Green Cards;
6.30 Speedboat;
6.31 SQUID;
6.32 Staple Yourself to Something;
6.33 SWOT Analysis;
6.34 Synesthesia;
6.35 Talking Chips;
6.36 Understanding Chain;
6.37 Value Mapping;
6.38 The Virtuous Cycle;
6.39 Visual Glossary;
6.40 Wizard of Oz;
6.41 The World Café;
Chapter 7: Games for Closing;
[...]100 Test;
7.2 20/20 Vision;
7.3 Ethos, Logos, Pathos;
7.4 Graphic Gameplan;
7.5 Impact & Effort Matrix;
7.6 Memory Wall;
7.7 NUF Test;
7.8 Plus/Delta;
7.9 Prune the Future;
7.10 Start, Stop, Continue;
7.11 Who/What/When Matrix;
Chapter 8: Putting Gamestorming to Work;
8.1 Imagine a World: The Betacup Story;
8.2 Game 1: Poster Session;
8.3 Game 2: Go for a Walk;
8.4 Game 3: Make Something Tangible;
8.5 Game 4: Bodystorming;
8.6 Gamestorming Results;
Acknowledgements;
Colophon;
Dedication;
Foreword;
Preface;
Chapter 1: What Is a Game?;
1.1 The Evolution of the Game World;
1.2 The Game of Business;
1.3 Fuzzy Goals;
1.4 Game Design;
Chapter 2: 10 Essentials for Gamestorming;
2.1 1. Opening and Closing;
2.2 2. Fire Starting;
2.3 3. Artifacts;
2.4 4. Node Generation;
2.5 5. Meaningful Space;
2.6 6. Sketching and Model Making;
2.7 7. Randomness, Reversal, and Reframing;
2.8 8. Improvisation;
2.9 9. Selection;
2.10 10. Try Something New;
Chapter 3: Core Gamestorming Skills;
3.1 Asking Questions;
3.2 Creating Artifacts and Meaningful Space;
3.3 Employing Visual Language;
3.4 Improvisation;
3.5 Practice;
Chapter 4: Core Games;
4.1 The 7Ps Framework;
4.2 Affinity Map;
4.3 Bodystorming;
4.4 Card Sort;
4.5 Dot Voting;
4.6 Empathy Map;
4.7 Forced Ranking;
4.8 Post-Up;
4.9 Storyboard;
4.10 WhoDo;
Chapter 5: Games for Opening;
5.1 3-12-3 Brainstorm;
5.2 The Anti-Problem;
5.3 Brainwriting;
5.4 Context Map;
5.5 Cover Story;
5.6 Draw the Problem;
5.7 Fishbowl;
5.8 Forced Analogy;
5.9 Graphic Jam;
5.10 Heuristic Ideation Technique;
5.11 History Map;
5.12 Image-ination;
5.13 Low-Tech Social Network;
5.14 Mission Impossible;
5.15 Object Brainstorm;
5.16 Pecha Kucha/Ignite;
5.17 Pie Chart Agenda;
5.18 Poster Session;
5.19 Pre-Mortem;
5.20 Show and Tell;
5.21 Show Me Your Values;
5.22 Stakeholder Analysis;
5.23 Spectrum Mapping;
5.24 Trading Cards;
5.25 Visual Agenda;
5.26 Welcome to My World;
Chapter 6: Games for Exploring;
6.1 The 4Cs;
6.2 The 5 Whys;
6.3 Affinity Map;
6.4 Atomize;
6.5 The Blind Side;
6.6 Build the Checklist;
6.7 Business Model Canvas;
6.8 Button;
6.9 Campfire;
6.10 Challenge Cards;
6.11 Customer, Employee, Shareholder;
6.12 Design the Box;
6.13 Do, Redo & Undo;
6.14 Elevator Pitch;
6.15 Five-Fingered Consensus;
6.16 Flip It;
6.17 Force Field Analysis;
6.18 Give-and-Take Matrix;
6.19 Heart, Hand, Mind;
6.20 Help Me Understand;
6.21 Make a World;
6.22 Mood Board;
6.23 Open Space;
6.24 Pain-Gain Map;
6.25 The Pitch;
6.26 Product Pinocchio;
6.27 Post the Path;
6.28 RACI Matrix;
6.29 Red:Green Cards;
6.30 Speedboat;
6.31 SQUID;
6.32 Staple Yourself to Something;
6.33 SWOT Analysis;
6.34 Synesthesia;
6.35 Talking Chips;
6.36 Understanding Chain;
6.37 Value Mapping;
6.38 The Virtuous Cycle;
6.39 Visual Glossary;
6.40 Wizard of Oz;
6.41 The World Café;
Chapter 7: Games for Closing;
[...]100 Test;
7.2 20/20 Vision;
7.3 Ethos, Logos, Pathos;
7.4 Graphic Gameplan;
7.5 Impact & Effort Matrix;
7.6 Memory Wall;
7.7 NUF Test;
7.8 Plus/Delta;
7.9 Prune the Future;
7.10 Start, Stop, Continue;
7.11 Who/What/When Matrix;
Chapter 8: Putting Gamestorming to Work;
8.1 Imagine a World: The Betacup Story;
8.2 Game 1: Poster Session;
8.3 Game 2: Go for a Walk;
8.4 Game 3: Make Something Tangible;
8.5 Game 4: Bodystorming;
8.6 Gamestorming Results;
Acknowledgements;
Colophon;
Details
Erscheinungsjahr: | 2010 |
---|---|
Fachbereich: | EDV |
Genre: | Informatik |
Rubrik: | Naturwissenschaften & Technik |
Thema: | Lexika |
Medium: | Taschenbuch |
Inhalt: | 266 S. |
ISBN-13: | 9780596804176 |
ISBN-10: | 0596804172 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: | Gray, Dave/Brown, Sunni/Macanufo, James |
Redaktion: | Wheeler, Colleen |
Illustrator: |
Gray, Dave
Brown, Sunni |
Auflage: | 1/2010 |
Hersteller: |
O'Reilly
in der Rheinwerk Verlag GmbH |
Verantwortliche Person für die EU: | dpunkt.verlag GmbH, Vanessa Niethammer, Wieblinger Weg 17, D-69123 Heidelberg, hallo@dpunkt.de |
Maße: | 235 x 180 x 16 mm |
Von/Mit: | Dave/Brown, Sunni/Macanufo, James Gray |
Erscheinungsdatum: | 23.07.2010 |
Gewicht: | 0,477 kg |