Special Offer from Cutter Consortium

Serious Games as Tools for Innovation

with Tom Grant


In this Cutter IT Journal issue, Guest Editor Tom Grant and his 9 contributing authors provide real-world examples of how organizations are using serious games to boost innovation.

Table of Contents:

  • Opening Statement: Step Into the Magic Circle by Tom Grant
  • The Power of Observation: Customers as Players of Serious Games for Innovation by Paul J. Ambrose and Grace J. Johnson
  • Experiences Using Online War Games to Improve the Business of Naval Systems Acquisition by Nickolas H. Guertin, Paul Bruhns, Douglas C. Schmidt, and Adam Porter
  • Playful Work: The Collaborative Development of Virtual Goods and Virtual Worlds by Michael Cahalane
  • Three Ways Serious Gamification Triggers Innovation by David Wortley
  • The Seven Habits of Companies That Successfully Gamified Social Collaboration in the Enterprise by Phaedra Boinodiris

Download your complimentary copy of Serious Games as Tools for Innovation when you fill out our special offer form below.