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Digital Entrepreneurship - Impact on Business and Society
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4.2 gamelab.Berlin: Singleton and the #WeVsVirus-Hackathon Suggesting that “we as a society [can]work together tomaster the challenges that arise in thewakeof theCorona (COVID-19) crisiswithnewsolutions”, theFederal Government ofGermanyhad invitedpeople to takepart in avirtual“#WeVsVirus” hackathon(https://wirvsvirushackathon.org).Under thepatronageof theheadof the FederalChancelleryandsupportedby theFederalGovernment’s“DigitalCouncil”, 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 classiïŹed as digital entrepreneurship and/or social businesses.Overall,“themodel for thisattempt toïŹnddigital solutions in theglobal ïŹghtagainst thecoronaviruspandemicwasasimilar event inEstonia” (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 “Singleton #Wir- BleibenZuhause”, whichwas chosen to be included in the “Solution Enabler Pro- gram”—bywhich theGermangovernmentwants to implement themost promising solutions of the hackathon—andwhich 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 gamiïŹes 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 “Decade of Action” 317
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Digital Entrepreneurship Impact on Business and Society
Title
Digital Entrepreneurship
Subtitle
Impact on Business and Society
Authors
Mariusz Soltanifar
Mathew Hughes
Lutz Göcke
Publisher
Springer Verlag
Location
Cham
Date
2021
Language
English
License
CC BY 4.0
ISBN
978-3-030-53914-6
Size
16.0 x 24.0 cm
Pages
340
Keywords
Entrepreneurship, IT in Business, Innovation/Technology Management, Business and Management, Open Access, Digital transformation and entrepreneurship, ICT based business models
Category
International
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