Observations on innovation skills videogame
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A mixed-methods study was carried out by coding each observable action conducted by the participants and interviewing them about their behaviors. Results show that participants enact actions that may involve and develop innovator’s DNA skills especially Observing, Associating and Experimenting. This study analyses how videogames are able to develop innovation skills and explains the behaviors observed among other insights. Data was collected by directly observing the participation of 23 participants during an interaction with a game specifically tailored for developing these skills. The videogame used is called CAFET a card-based game where players enact coffee industry entrepreneurs in Colombia. The MaxQDA, Videogame executables, and video files used for this research can be found here.
本研究采用混合研究方法,对参与者的每一项可观察行为进行编码,并针对其行为开展访谈。研究结果显示,参与者所实施的行为可能涉及并发展创新者DNA(innovator’s DNA)技能,尤其是观察(Observing)、联想(Associating)与试验(Experimenting)能力。本研究分析了电子游戏(videogame)培养创新技能的作用机制,并结合其他多项研究洞察,对所观察到的行为进行阐释。本研究的数据来源于对23名参与者在参与一款专为培养上述创新技能而定制的电子游戏过程中的直接观察结果。本次使用的电子游戏名为CAFET,是一款卡牌类游戏,玩家在其中扮演哥伦比亚咖啡行业的创业者。本研究所用的MaxQDA软件、电子游戏可执行文件及视频文件均可在此处获取。




