The Big Book of Creativity Games: Quick, Fun Acitivities for Jumpstarting Innovation: Quick, Fun…

Paperback | August 17, 2000

byRobert Epstein

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In the modern economy, where most workers are knowledge workers, creativity and innovation are the most easily sustainable competitive advantages. In The Big Book of Creativity Games, Harvard trained psychologist Robert Epstein provides dozens of games and activities designed to stimulate creativity and generate innovation in the workplace.

Dr. Epstein describes the scientific principles of creativity that underlie the games, and how these principles can be applied to tasks like problem solving, new product development, and marketing. Timely and innovative, The Big Book of Creativity Games is the ideal book for managers to turn to whenever they need:

  • Games that are easy to lead and fun to play
  • Exercises that go far beyond standard brainstorming techniques
  • Innovation jump-starters for team meetings and work groups

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From the Publisher

In the modern economy, where most workers are knowledge workers, creativity and innovation are the most easily sustainable competitive advantages. In The Big Book of Creativity Games, Harvard trained psychologist Robert Epstein provides dozens of games and activities designed to stimulate creativity and generate innovation in the workp...

From the Jacket

Behind these creativity-boosting games is more than 20 years of scientific research by one of the world's leading experts on creativity!Did you know that:Group creativity techniques like brainstorming can actually inhibit creativity? Failure spurs creativity better than success does? Creativity is not an exclusively right-brained activ...

One of the world's leading experts on human behavior, Robert Epstein is Editor-in-Chief of Psychology Today magazine, host of the magazine's nationally syndicated radio program, and University Research Professor at United States International University. He is the developer of Generativity Theory, a scientific theory of creative proce...

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Format:PaperbackDimensions:223 pages, 9.2 × 7.3 × 0.5 inPublished:August 17, 2000Publisher:McGraw-Hill EducationLanguage:English

The following ISBNs are associated with this title:

ISBN - 10:0071361766

ISBN - 13:9780071361767

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Extra Content

Table of Contents

Getting Ready.

The New Science and Technology of Creativity.

How to Use This Book.

The Games.

The ABCs of Creativity.

The Amazing Magazine Game.

The Anonymous Suggestion Game.

The Audience Game.

Bridges to Creativity.

Broadening: Design Challenge.

Broadening: Workplace Challenge.

The Broader the Better.

Building a Better Capturing Machine.

Capturing: Design Challenge.

Capturing: Workplace Challenge.

Capturing a Daydream.

Challenging: Design Challenge.

Challenging: Workplace Challenge.

Creative Potential: Design Challenge.

Creative Potential: Workplace Challenge.

The Experts Game.

Feedback and Recognition: Design Challenge.

Feedback and Recognition: Workplace Challenge.

The Keys to Creativity (Basic Version).

The Keys to Creativity (Advanced Version).

The Lola Cola Game.

Managing Resources: Design Challenge.

Managing Resources: Workplace Challenge.

Managing Teams: Design Challenge.

Managing Teams: Workplace Challenge.

The Memory Game.

The Monkey-Do Game.

The News-You-Can-Use Game.

The No-Hands Game.

The Not-for-the-Fainthearted Game.

The Odd Couple Game.

The Popsicology Game.

The Random Doodles Game.

Selling a Zork.

The Shifting Game.

The Srtcdjgklered Game.

Sticky Business.

Surrounding: Design Challenge.

Surrounding: Workplace Challenge.

The Team as Quality Editor.

The Tell-Me-a-Story Game.

The Tiny Little Nod Game.

The Toys-as-Tools Game.

The Ultimate Challenge Game.

The Waiting Design Game.

What D'Ya Know?