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4.2 gamelab.Berlin: Singleton
and the #WeVsVirus-Hackathon
Suggesting that âwe as a society [can]work together tomaster the challenges that
arise in thewakeof theCorona (COVID-19) crisiswithnewsolutionsâ, theFederal
Government ofGermanyhad invitedpeople to takepart in avirtualâ#WeVsVirusâ
hackathon(https://wirvsvirushackathon.org).Under thepatronageof theheadof the
FederalChancelleryandsupportedby theFederalGovernmentâsâDigitalCouncilâ,
more than40,000participantsdevelopeddigital solutions toproblems related to the
COVID-19 pandemic. These participants spent 48 h working on altogether 1500
ideas, of which many can be classiïŹed as digital entrepreneurship and/or social
businesses.Overall,âthemodel for thisattempt toïŹnddigital solutions in theglobal
ïŹghtagainst thecoronaviruspandemicwasasimilar event inEstoniaâ (HĂ€nel2020,
p. 1) and was considered as an exceptional and sophisticated approach of open
innovation by a public administration (Gegenhuber et al. 2020). The issues dealt
withweremostly the following: 1. Spread of Sars-CoV-2, 2. Provision ofMedical
Care, 3. Politics Administration, 4. Economy, 5. Solidarity (including Education),
6.Living in (Self-)Isolation; evidently, these issues span all SDGs.Aswe focus on
SDG-3 in this article, we will exemplarily describe the project âSingleton #Wir-
BleibenZuhauseâ, whichwas chosen to be included in the âSolution Enabler Pro-
gramââbywhich theGermangovernmentwants to implement themost promising
solutions of the hackathonâandwhich is an especially promising digital solution
formental health in (Self-)Isolation.Originally a researchproject at gamelab.berlin,
Singleton is now offered by the social business spin-off Homo Ludens GmbH,
making this case aprototypical example of digital entrepreneurship as avehicle for
social impact.
Singleton is a card game that gamiïŹes time management while encouraging
mindfulness inorder tohelp thosewho traditionally struggle to adhere to to-do lists
and tasking. Itwas initially designedas aphysical gameandplayedby the inventor
and his fellow researchers at gamelab.berlin (Lilge and Stein 2018). A digital
version for Android and iOSwas eventually created and open sourced, making it
available to awide community of developers. 60 Singleton cardswith entertaining
and socially activating challengeswere created,which together formed agame that
was highly adapted to the organizations needs. Singleton began to be used in all
kinds of organizations and companies as a newway to deal with change. In the
courseoffocusingonorganizations, the scientists of gamelab.berlin spunout of the
university and created a companywith the goal of bringing the cultural technology
of thegame toareasof society that are typicallynot interested ingames.Theaimof
the spin-offwas todesign systemic and individual learningprocesses in suchaway
that themost natural of all formsof learningmotivation could be activated: the joy
of discovering something new. In the context of university research, it had already
become clear that games can do much more than just entertain. Based on the
principles of open innovation, Gamelab developed games for data collection in
research,political education, schooleducationonclimatechange, andneurosurgical
training andevencreated agame forpeople suffering from lethal diseases. It turned
Digital Entrepreneurship for the âDecade of Actionâ 317
Digital Entrepreneurship
Impact on Business and Society
- Titel
- Digital Entrepreneurship
- Untertitel
- Impact on Business and Society
- Autoren
- Mariusz Soltanifar
- Mathew Hughes
- Lutz Göcke
- Verlag
- Springer Verlag
- Ort
- Cham
- Datum
- 2021
- Sprache
- englisch
- Lizenz
- CC BY 4.0
- ISBN
- 978-3-030-53914-6
- Abmessungen
- 16.0 x 24.0 cm
- Seiten
- 340
- Schlagwörter
- Entrepreneurship, IT in Business, Innovation/Technology Management, Business and Management, Open Access, Digital transformation and entrepreneurship, ICT based business models
- Kategorie
- International