Standard

Using Game Practices to Identify Teams Capable of Generating Entrepreneurial Ideas: book chapter. / Larionova, Viola; Goncharova, Natalia; Daineko, Liudmila et al.
The World of Games: Technologies for Experimenting, Thinking, Learning: book. ed. / D. Bylieva; A. Nordmann. Vol. 829 Springer Science and Business Media B.V., 2023. p. 97-113 (Lecture Notes in Networks and Systems).

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Harvard

Larionova, V, Goncharova, N, Daineko, L, Zaitseva, E & Bespamyatnykh, EV 2023, Using Game Practices to Identify Teams Capable of Generating Entrepreneurial Ideas: book chapter. in D Bylieva & A Nordmann (eds), The World of Games: Technologies for Experimenting, Thinking, Learning: book. vol. 829, Lecture Notes in Networks and Systems, Springer Science and Business Media B.V., pp. 97-113. https://doi.org/10.1007/978-3-031-48016-4_8

APA

Larionova, V., Goncharova, N., Daineko, L., Zaitseva, E., & Bespamyatnykh, E. V. (2023). Using Game Practices to Identify Teams Capable of Generating Entrepreneurial Ideas: book chapter. In D. Bylieva, & A. Nordmann (Eds.), The World of Games: Technologies for Experimenting, Thinking, Learning: book (Vol. 829, pp. 97-113). (Lecture Notes in Networks and Systems). Springer Science and Business Media B.V.. https://doi.org/10.1007/978-3-031-48016-4_8

Vancouver

Larionova V, Goncharova N, Daineko L, Zaitseva E, Bespamyatnykh EV. Using Game Practices to Identify Teams Capable of Generating Entrepreneurial Ideas: book chapter. In Bylieva D, Nordmann A, editors, The World of Games: Technologies for Experimenting, Thinking, Learning: book. Vol. 829. Springer Science and Business Media B.V. 2023. p. 97-113. (Lecture Notes in Networks and Systems). doi: 10.1007/978-3-031-48016-4_8

Author

Larionova, Viola ; Goncharova, Natalia ; Daineko, Liudmila et al. / Using Game Practices to Identify Teams Capable of Generating Entrepreneurial Ideas : book chapter. The World of Games: Technologies for Experimenting, Thinking, Learning: book. editor / D. Bylieva ; A. Nordmann. Vol. 829 Springer Science and Business Media B.V., 2023. pp. 97-113 (Lecture Notes in Networks and Systems).

BibTeX

@inproceedings{284b636efb294fd3b1511cd5bf57d557,
title = "Using Game Practices to Identify Teams Capable of Generating Entrepreneurial Ideas: book chapter",
abstract = "The existing problems of graduates{\textquoteright} employment, constant changes in the labor market are a challenge for educational organizations and challenge universities to change their approaches to the organization of the educational process, forcing universities to find new tools that can involve university students in university technological entrepreneurship. For this reason, universities are developing methodological approaches and looking for formats to work with university startups that provide conditions for finding industry topics for technology startups in the agenda of industry markets. The aim of the study is to develop a methodology for identifying potentially effective student teams at the pre-experimental stage of student project selection. The authors conducted an experiment in the form of game practice with first year students of Ural Federal University, which showed that despite the random assignment of students to teams, the team with the highest cumulative frequency of meaningful words and active verbs and the most harmonious roles according to Belbin and the most cohesive work according to observers won the game. The authors conclude that game practices can identify potentially effective teams capable of generating innovative entrepreneurial ideas that can be attracted to entrepreneurship and to work in accelerators.",
author = "Viola Larionova and Natalia Goncharova and Liudmila Daineko and Ekaterina Zaitseva and Bespamyatnykh, {Elena v.}",
year = "2023",
month = nov,
day = "18",
doi = "10.1007/978-3-031-48016-4_8",
language = "English",
isbn = "978-303148015-7",
volume = "829",
series = "Lecture Notes in Networks and Systems",
publisher = "Springer Science and Business Media B.V.",
pages = "97--113",
editor = "D. Bylieva and A. Nordmann",
booktitle = "The World of Games: Technologies for Experimenting, Thinking, Learning",
address = "United States",

}

RIS

TY - GEN

T1 - Using Game Practices to Identify Teams Capable of Generating Entrepreneurial Ideas

T2 - book chapter

AU - Larionova, Viola

AU - Goncharova, Natalia

AU - Daineko, Liudmila

AU - Zaitseva, Ekaterina

AU - Bespamyatnykh, Elena v.

PY - 2023/11/18

Y1 - 2023/11/18

N2 - The existing problems of graduates’ employment, constant changes in the labor market are a challenge for educational organizations and challenge universities to change their approaches to the organization of the educational process, forcing universities to find new tools that can involve university students in university technological entrepreneurship. For this reason, universities are developing methodological approaches and looking for formats to work with university startups that provide conditions for finding industry topics for technology startups in the agenda of industry markets. The aim of the study is to develop a methodology for identifying potentially effective student teams at the pre-experimental stage of student project selection. The authors conducted an experiment in the form of game practice with first year students of Ural Federal University, which showed that despite the random assignment of students to teams, the team with the highest cumulative frequency of meaningful words and active verbs and the most harmonious roles according to Belbin and the most cohesive work according to observers won the game. The authors conclude that game practices can identify potentially effective teams capable of generating innovative entrepreneurial ideas that can be attracted to entrepreneurship and to work in accelerators.

AB - The existing problems of graduates’ employment, constant changes in the labor market are a challenge for educational organizations and challenge universities to change their approaches to the organization of the educational process, forcing universities to find new tools that can involve university students in university technological entrepreneurship. For this reason, universities are developing methodological approaches and looking for formats to work with university startups that provide conditions for finding industry topics for technology startups in the agenda of industry markets. The aim of the study is to develop a methodology for identifying potentially effective student teams at the pre-experimental stage of student project selection. The authors conducted an experiment in the form of game practice with first year students of Ural Federal University, which showed that despite the random assignment of students to teams, the team with the highest cumulative frequency of meaningful words and active verbs and the most harmonious roles according to Belbin and the most cohesive work according to observers won the game. The authors conclude that game practices can identify potentially effective teams capable of generating innovative entrepreneurial ideas that can be attracted to entrepreneurship and to work in accelerators.

UR - http://www.scopus.com/inward/record.url?partnerID=8YFLogxK&scp=85177833320

U2 - 10.1007/978-3-031-48016-4_8

DO - 10.1007/978-3-031-48016-4_8

M3 - Conference contribution

SN - 978-303148015-7

VL - 829

T3 - Lecture Notes in Networks and Systems

SP - 97

EP - 113

BT - The World of Games: Technologies for Experimenting, Thinking, Learning

A2 - Bylieva, D.

A2 - Nordmann, A.

PB - Springer Science and Business Media B.V.

ER -

ID: 49268155