I believe this article by Sune Gudiksen is interesting because it explores the rationale of game theory in combination with business model innovation. The article argues that gamification (in the innovation process) could lead to novel business model insights.

Gudiksen describes game theory by referrin the ‘magic circle’: “As stated bypioneering play researcher Huizinga (1949), itis a playground in which special rules apply.He further argues that magic circles are ‘temporary worlds within the ordinary world, dedicated to the performance of an act apart’ (Huizinga, 1949, p. 10). Salen and Zimmerman(2004) argue that within the magic circle, specific meanings can emerge. Building upon the experiential learning model, in which learning happens as a result of concrete experiences, reflective observations, abstract conceptualization and active experimentation (Kolb, 1984), Kolb and Kolb (2010) suggest that the ludic learning space is the highest form of experiential learning. The ludic learning space is characterized by principles such as the freedom to play, the chaos of uncertainty, welcoming foolishness and stepping out of real life. Such a temporary space can allow for the various perspectives and forms of professional expertise to come alive in the search for newbusiness model initiatives.”

Gudiksen concludes with the statement that there are three reasons for using games in business model innovation:

  • Games can be a beneficial way of combining various interests.
  • Games challenge assumptions.
  • Games create surprises that might eventually lead to innovation.
  • Games offer the freedom to improvise, suggest, play and test alternative and future business model scenarios.
  • Please take a look at the Innovation Management Game if you’re interested in business model game.

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