Several companies, innovation consultants and entrepreneurs, as well as higher education institutions have embraced gamification and serious games to improve business performance. Only some use gamified interaction formats and games to drive exploration and qualitative change, and to engage participants in collaborative, co-creative, action-oriented and experience-based learning activities. Documentation of existing formats is scarce and inconsistent, and design guidelines and criteria for applicability and quality are missing. To tackle this gap, the Knowledge Alliance project named GAMIFY applies a design pattern approach to collect, consolidate and advance existing knowledge and organisational capabilities in games and gamification to support innovation and entrepreneurship. This paper lines out the scope and research design for the project, and introduces and exemplifies the design pattern approach to make gamification and games for innovation and entrepreneurship widely accessible.
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