Pub. Date:
McGraw-Hill Professional Publishing
The Big Book of Creativity Games: Quick, Fun Acitivities for Jumpstarting Innovation / Edition 1

The Big Book of Creativity Games: Quick, Fun Acitivities for Jumpstarting Innovation / Edition 1

by Robert 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

Product Details

ISBN-13: 9780071361767
Publisher: McGraw-Hill Professional Publishing
Publication date: 07/27/2000
Series: Big Book Series
Pages: 224
Product dimensions: 7.30(w) x 9.20(h) x 0.50(d)

About the Author

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 process, and is a contributor to the Encyclopedia of Creativity. He earned his Ph.D. in psychology from Harvard University in 1981. His research on creativity and problem-solving has been reported in Time magazine, The New York Times, and Discover, and his popular writings have appeared in Reader's Digest, The Washington Post, Psychology Today, Good Housekeeping, Parenting, and other magazines and newspapers.

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?

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The Big Book of Creativity Games: Quick, Fun Acitivities for Jumpstarting Innovation 1 out of 5 based on 0 ratings. 1 reviews.
Guest More than 1 year ago
This book was a total disappointment. I have never written a review online before, but if I can stop someone from buying this series I will feel like I've saved someone their hard-earned dollars. The subtitle says 'Fun Activities for Jumpstarting Innovation'. It should have said 'Invent your own games because we don't have any good ones to tell you about'. At least half the games were not games at all, but instructions for the participants to CREATE THEIR OWN GAMES!!!!! I COULD HAVE DONE THAT! One after the other are worded as follows: 'Participants design and carry out their own exercise to demonstrate the importance of _____ for the creative process' -- (insert chapter topic in the blank). Sorry, that doesn't help me at all. STAY AWAY!