Extent:
Online-Ressource (317 p)
Type of publication: Book / Working Paper
Language: English
Notes:
Description based upon print version of record
GAMECHANGER: ARE YOU READY TO CHANGE THE WORLD? CREATING INNOVATIVE STRATEGIES FOR BUSINESS AND BRANDS; CONTENTS; INTRODUCTION: ARE YOU READY TO CHANGE THE WORLD? CHANGE THE GAME, DON'T JUST PLAY THE GAME; HOW WILL YOU CHANGE YOUR GAME?; WHO ARE THE GAMECHANGERS?; ARE YOU READY TO GET STARTED?; PART 1 ARE YOU READY?; 1 PLAY; WHAT'S YOUR GAME?; LIVING IN THE ZIGZAG ZEITGEIST; THE END OF THE WORLD AS WE KNOW IT; WHERE THE FUTURE BEGINS; WE ARE ALL IN THE IDEAS BUSINESS; 2 Change; WORLD CHANGING; ACCELERATING EXPONENTIALLY; EXPLORING NEW POSSIBILITIES; PLAYING A DIFFERENT GAME
HOW WILL YOU CHANGE THE GAME?BE A REALITY DISTORTION FIELD; 3 Win; CHANGING THE WORLD, RIGHT NOW; HOW DO THEY WIN?; ARE YOU READY TO CHANGE THE WORLD?; PART 2 CHANGE THE GAME; 4 Think; 4.1 IDEAS . . . THE POWER OF IMAGINATION; 4.2 AUDACIOUS . . . CREATING IDEAS WITH ATTITUDE; 4.3 FORESIGHT . . . THINKING FROM THE FUTURE BACK; 4.4 AMBITION . . . FINDING YOUR PURPOSE; 4.5 RETHINK . . . SEE THINGS DIFFERENTLY; 4.6 QUESTION TIME . . . DEFINING THE RIGHT PROBLEM; 4.7 BE CREATIVE . . . CURIOUS AND CONNECTED; 4.8 LESS IS MORE . . . WHAT TO DO WITH TOO MANY IDEAS
4.9 IDEAS FACTORY . . . BUILDING A WORLD OF IMAGINATION5 Explore; 5.1 KALEIDSCOPES . . . MAKING SENSE OF CHANGING MARKETS; 5.2 REORDER . . . TECTONIC SHIFTS IN MARKETS; 5.3 EASTWARDS . . . REAWAKENING THE ASIAN TIGER; 5.4 SOUTHWARDS . . . AFRICA AND LATIN AMERICA; 5.5 TRIBES . . . REDEFINING MARKETS BY ATTITUDE; 5.6 MILLENNIALS . . . THE SHIFT TO GEN Y; 5.7 WOMEN . . . THE SHIFT TO FEMALE; 5.8 INSIGHTS . . . FINDING WHAT REALLY MATTERS; 5.9 TRENDS . . . THE SHIFT IN PRIORITIES; 6 Disrupt; 6.1 GROWTH . . . FINDING THE HOTSPOTS AND WHITESPACES; 6.2 DISRUPT . . . BREAKING THE OLD RULES
6.3 VISION . . . IMAGINING A BETTER PLACE6.4 CHOICES . . . DEVELOPING AWINNING STRATEGY; 6.5 FRAME . . . DEFINING YOUR OWN SPACE; 6.6 SHAPE . . . WRITING THE NEW RULES OF THE GAME; 6.7 PIVOT . . . MOVING FROM MEDIOCRITY TO MAGIC; 6.8 HORIZONS . . . ROADMAP TO A BETTER FUTURE; 6.9 PLAY . . . WINNING THE NEW GAME; 7 Inspire; 7.1 PURPOSEFUL . . . BRANDS MAKE LIFE BETTER; 7.2 ESSENCE . . . FINDING THE IDEA THAT DEFINES PEOPLE; 7.3 ELEVATE . . . ENABLING PEOPLE TO ACHIEVE MORE; 7.4 ACTIVATE . . . BRINGING BRANDS TO LIFE; 7.5 PLATFORMS . . . CREATING SPACE TO EXPLORE AND ENGAGE
7.6 PROPOSITIONS . . . MAKING BRANDS SPECIFIC AND RELEVANT7.7 STRETCH . . . EXTENDING BRANDS TO NEW MARKETS; 7.8 PORTFOLIOS . . . ARCHITECTURES AND OPTIMIZATION; 7.9 EVERYTHING . . . BECOMING A BRAND COMPANY; 8 Design; 8.1 INNOVATION . . . MAKING THE WORLD A BETTER PLACE; 8.2 CREATE . . . DIVERGE AND BE DEVIANT; 8.3 DESIGN . . . ENGAGE WITH FUNCTION AND FORM; 8.4 BREAKTHROUGHS . . . CREATING TODAY AND TOMORROW; 8.5 INTEGRATE . . . INNOVATING EVERY ASPECT OF BUSINESS; 8.6 BUSINESS MODELS . . . HOW THE BUSINESS WORKS; 8.7 SIMPLER . . . THE ULTIMATE SOPHISTICATION
8.8 CHEAPER . . . FRUGAL THINKING TO FIND YOUR 'JUGAARD'
ISBN: 978-1-118-95697-7 ; 978-1-118-95695-3 ; 978-1-118-95697-7
Source:
ECONIS - Online Catalogue of the ZBW
Persistent link: https://www.econbiz.de/10011832899