Serious games provide an attractive alternative to traditional innovation techniques for both participants in the innovation process: technology producers and technology consumers. Whether or not producers and consumers behave like innovation partners, or even realize they are engaged in this partnership, innovation does require at least two participants to play. In the best of all possible partnerships, there is a smooth collaboration between the two players, but, as you'll discover in this issue of Cutter IT Journal, this often this isn't the case.
May 2014
In this issue:- Serious Games as Tools for Innovation
- The Power of Observation: Customers as Players of Serious Games for Innovation
- Experiences Using Online War Games to Improve the Business of Naval Systems Acquisition
- Playful Work: The Collaborative Development of Virtual Goods and Virtual Worlds
- Three Ways Serious Gamification Triggers Innovation
- The Seven Habits of Companies That Successfully Gamified Social Collaboration in the Enterprise
April 2014
Information technology is being heralded for fundamentally altering our work and life and for improving our productivity, economy, and social interactions. Can IT significantly transform healthcare and our well-being, and if so, how?
San Murugesan
Guest EditorIn this issue:- How IT Can Transform Healthcare -- Opening Statement
- The Digitization of Health: Transforming Healthcare with Smart Services and the Internet of Everything
- The Promises and Challenges of Innovating Through Big Data and Analytics in Healthcare
- Beyond Electronic Medical Records: Key Capabilities for Exploiting IT in Healthcare
- IT Analysis Methodologies for Healthcare Systems
April 2014
"Of all the different types of technological change we have experienced in the last 1,000 years, it is the technologies of information and communications that seem to most capture our imaginations."
— Joseph Feller, Editor
At the moment, the Internet is buzzing with folks who are disappointed that the year 2015 (in which the late 1980's film Back to the Future: Part II is set) is upon us, and there is not a single flying skateboard in sight.
March 2014
If we had to give advice to college graduates in the year 2020, what would we tell them they need to know to be an effective technology worker or an effective business user of technology? This Cutter IT Journal issue presents five wide-ranging, insightful articles on the possible technological, management, and business skills that executives, managers, and workers in organizations (private and public sector, large and small) will need in the 2020-2025 timeframe as a result of the ceaseless improvement in information systems and their core technologies. Not a client? Download a complimentary copy of this report in PDF format.
In this issue:- Workforce 2020–2025: What Skills Are Needed to Survive and Thrive? -- Opening Statement
- Beyond Knowledge: Growing Capability for an Uncertain Future
- It's 2020: What Business Technology Professionals Should Know and Do -- And How They Should Prepare
- The Return of the Polymath
- How to Thrive as IT Professionals in a Converging ICT World
- Skill Portfolio Management: Future-Proofing Your Competitive Advantage
March 2014
This is CBR's ninth annual IT trends issue. For nearly a decade we've gathered and analyzed data across a broad range of IT topics: analytics, IT spending, hiring and outsourcing, IT's role in innovation and value creation, social media, mobile computing, the cloud, security, and so on. Like all issues of CBR, each IT trends issue gives you an up-to-the-moment look at the "vital signs" of the industry. But more importantly, because we are able to look at how signs change over time, every year each IT trends issue just keeps getting smarter and smarter.

