‘Because playing for money is more competitive and it brings out the worst in people, whereas games are more social’ (14, female) The omnipresence, technological convergence and increased sophistication of the online gaming industry has substantially blurred the boundaries between real money and fun gambling. This has prompted concerns that social gaming, demo games and gambling-like activities within video games increase minors’ propensity to gravitate towards real-money gambling. However, there continues to be a significant shortage of empirical data that considers the interrelationship between these different forms. Drawing from findings from qualitative focus groups carried out with 200 minors in secondary schools located in London and Kent, this chapter exposes how children and young people experience, construe and engage with different forms of digital entertainments and how they are affected by them.
Jill Kickul, Mark Griffiths and Marissa Titus
Within the United States, an emerging sector of healthcare innovation has been digital innovations that offer the ability to access to multiple and diverse populations, decrease operational expenses, and assist those in need from remote locations. Our chapter investigates digital therapeutics. Digital therapeutics are software-based interventions that treat diseases by positively changing individuals’ behaviours and closely tracking outcomes. We believe they have the potential to be one of these transformative innovations and are uniquely positioned to increase the quality of care while simultaneously decreasing the costs associated with it. We begin this chapter by examining the innovation environment surrounding digital therapeutics and discuss how it may benefit from the principles of responsible research and innovation (RRI). The RRI approach develops innovations with the impact on the stakeholders as the central consideration. We use this framework to analyze one company operating within this digital therapeutic arena, WellStart Health.
Jill Kickul, Lisa Gundry, Jacqueline Orr and Mark Griffiths
Social Entrepreneurship is an emerging and rapidly changing field that examines the practice of identifying, starting and growing successful mission-driven for-profit and nonprofit ventures, that is, organizations that strive to advance social change through innovative solutions. For educators teaching in this field, we advocate for a Design Thinking approach that can be integrated into social entrepreneurship education. Specifically, we believe that many of the Design Thinking principles are especially suitable and useful for educators to facilitate student learning as they create and incubate social ventures. We also advance a broader conceptual framework, which we describe as the four main “mega-themes” in social entrepreneurship education, namely innovation, impact, sustainability and scale. We offer ways in which the Design Thinking steps can be integrated and applied to each of these themes and accelerate the social venture creation process. We conclude by discussing and presenting how Design Thinking can complement an overall Systems Thinking perspective.