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Interdisciplinary Approaches and Methods for Sustainable Transformation and Innovation

Author

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  • Sangkyun Kim

    (System & Management Engineering, Kangwon National University, 1 Kangwondaehakgil, Chuncheonsi, Kangwondo 200-701, Korea)

Abstract

To increase the likelihood of success and sustainability, organizations must fundamentally reposition themselves and try to change current processes or create new products and services. One of the most effective approaches to find a solution for transformation and innovation is to learn from other domains where a solution for similar problems is already available. This paper briefly introduces the definition of and approaches to convergence of academic disciplines and industries, and overviews several representative convergence cases focusing on gamification for sustainable education, environments, and business managements.

Suggested Citation

  • Sangkyun Kim, 2015. "Interdisciplinary Approaches and Methods for Sustainable Transformation and Innovation," Sustainability, MDPI, vol. 7(4), pages 1-7, April.
  • Handle: RePEc:gam:jsusta:v:7:y:2015:i:4:p:3977-3983:d:47771
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    Citations

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    Cited by:

    1. Aguiar-Castillo Lidia & Rufo-Torres Julio & De Saa-Pérez Petra & Perez-Jimenez Rafael, 2018. "How to Encourage Recycling Behaviour? The Case of WasteApp: A Gamified Mobile Application," Sustainability, MDPI, vol. 10(5), pages 1-20, May.
    2. Xue Cheng & Wei Pan & Qingpu Zhang, 2019. "Antecedents of Knowledge Interaction in the Sustainable Interdisciplinary Research Team: A Mixed Research Method," Sustainability, MDPI, vol. 11(13), pages 1-23, July.
    3. María Luisa Pertegal-Felices & Antonio Jimeno-Morenilla & José Luis Sánchez-Romero & Higinio Mora-Mora, 2020. "Comparison of the Effects of the Kahoot Tool on Teacher Training and Computer Engineering Students for Sustainable Education," Sustainability, MDPI, vol. 12(11), pages 1-12, June.
    4. Pavlos Kilintzis & Elpida Samara & Elias G. Carayannis & Yiannis Bakouros, 2020. "Business Model Innovation in Greece: Its Effect on Organizational Sustainability," Journal of the Knowledge Economy, Springer;Portland International Center for Management of Engineering and Technology (PICMET), vol. 11(3), pages 949-967, September.
    5. Adina Letiţia Negruşa & Valentin Toader & Aurelian Sofică & Mihaela Filofteia Tutunea & Rozalia Veronica Rus, 2015. "Exploring Gamification Techniques and Applications for Sustainable Tourism," Sustainability, MDPI, vol. 7(8), pages 1-30, August.
    6. Changsok Yoo & Shinhye Kwon & Hyunsoo Na & Byenghee Chang, 2017. "Factors Affecting the Adoption of Gamified Smart Tourism Applications: An Integrative Approach," Sustainability, MDPI, vol. 9(12), pages 1-21, November.
    7. Sungjin Park & Sangkyun Kim, 2021. "Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning," Sustainability, MDPI, vol. 13(8), pages 1-12, April.
    8. Schalock, Robert L. & Verdugo, Miguel & Lee, Tim, 2016. "A systematic approach to an organization’s sustainability," Evaluation and Program Planning, Elsevier, vol. 56(C), pages 56-63.
    9. Schalock, Robert L. & Verdugo, Miguel Angel & van Loon, Jos, 2018. "Understanding organization transformation in evaluation and program planning," Evaluation and Program Planning, Elsevier, vol. 67(C), pages 53-60.
    10. Hugo F. Alrøe & Marion Sautier & Katharine Legun & Jay Whitehead & Egon Noe & Henrik Moller & Jon Manhire, 2017. "Performance versus Values in Sustainability Transformation of Food Systems," Sustainability, MDPI, vol. 9(3), pages 1-31, February.

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