Gamechangers: Creating Innovative Strategies for Business and Brands; Lessons in Innovation from Those Winning the Game

Book description

Shake up and redefine the market by changing your game!

Gamechangers are brands that have turned the world of business upside down. They win through ambition and innovation rather than legacy and scale, out-thinking the competition, focusing on the growth markets, and embracing technology in more human ways.

Gamechangers provides you with the tools to help you generate innovative ideas that will set you apart as a gamechanger. Its detailed case studies will inspire you by exploring extraordinary next generation brands who are changing the game. . . and winning.

Gamechangers is a highly practical book packed with smart "tools" and accompanied by a digital platform, the Gamechanger Studio, to help you apply and implement the best game-changing ideas from around the world into your own business.

Gamechangers offers guidance on:

  • Thinking smarter and acting faster

  • Embracing the new tricks of business

  • Understanding how gamechangers dream and disrupt

  • Delivering practical results and winning

  • Table of contents

    1. INTRODUCTION . . . ARE YOU READY TO CHANGE THE WORLD?
      1. HOW WILL YOU CHANGE YOUR GAME?
      2. WHO ARE THE GAMECHANGERS?
      3. ARE YOU READY TO GET STARTED?
    2. PART 1 ARE YOU READY?
      1. 1 PLAY . . . THE GAME
        1. WHAT'S YOUR GAME?
        2. LIVING IN THE ZIGZAG ZEITGEIST
        3. THE END OF THE WORLD AS WE KNOW IT
        4. WHERE THE FUTURE BEGINS
        5. WE ARE ALL IN THE IDEAS BUSINESS
      2. 2 CHANGE . . . CHANGE THE GAME
        1. WORLD CHANGING
        2. ACCELERATING EXPONENTIALLY
        3. EXPLORING NEW POSSIBILITIES
        4. PLAYING A DIFFERENT GAME
        5. HOW WILL YOU CHANGE THE GAME?
        6. BE A REALITY DISTORTION FIELD
      3. 3 WIN . . . WINNING AS A GAMECHANGER
        1. CHANGING THE WORLD, RIGHT NOW
        2. HOW DO THEY WIN?
        3. ARE YOU READY TO CHANGE THE WORLD?
    3. PART 2 CHANGE THE GAME
      1. 4 THINK . . . IDEAS THAT CAN CHANGE THE WORLD
        1. 4.1 IDEAS . . . THE POWER OF IMAGINATION
        2. 4.2 AUDACIOUS . . . CREATING IDEAS WITH ATTITUDE
        3. 4.3 FORESIGHT . . . THINKING FROM THE FUTURE BACK
        4. 4.4 AMBITION . . . FINDING YOUR PURPOSE
        5. 4.5 RETHINK . . . SEE THINGS DIFFERENTLY
        6. 4.6 QUESTION TIME . . . DEFINING THE RIGHT PROBLEM
        7. 4.7 BE CREATIVE . . . CURIOUS AND CONNECTED
        8. 4.8 LESS IS MORE . . . WHAT TO DO WITH TOO MANY IDEAS
        9. 4.9 IDEAS FACTORY . . . BUILDING A WORLD OF IMAGINATION
      2. 5 EXPLORE . . . MAKING SENSE OF THE KALEIDOSCOPE
        1. 5.1 KALEIDSCOPES . . . MAKING SENSE OF CHANGING MARKETS
        2. 5.2 REORDER . . . TECTONIC SHIFTS IN MARKETS
        3. 5.3 EASTWARDS . . . REAWAKENING THE ASIAN TIGER
        4. 5.4 SOUTHWARDS . . . AFRICA AND LATIN AMERICA
        5. 5.5 TRIBES . . . REDEFINING MARKETS BY ATTITUDE
        6. 5.6 MILLENNIALS . . . THE SHIFT TO GEN Y
        7. 5.7 WOMEN . . . THE SHIFT TO FEMALE
        8. 5.8 INSIGHTS . . . FINDING WHAT REALLY MATTERS
        9. 5.9 TRENDS . . . THE SHIFT IN PRIORITIES
      3. 6 DISRUPT . . . CREATING YOUR OWN SPACE IN THE WORLD
        1. 6.1 GROWTH . . . FINDING THE HOTSPOTS AND WHITESPACES
        2. 6.2 DISRUPT . . . BREAKING THE OLD RULES
        3. 6.3 VISION . . . IMAGINING A BETTER PLACE
        4. 6.4 CHOICES . . . DEVELOPING A WINNING STRATEGY
        5. 6.5 FRAME . . . DEFINING YOUR OWN SPACE
        6. 6.6 SHAPE . . . WRITING THE NEW RULES OF THE GAME
        7. 6.7 PIVOT . . . MOVING FROM MEDIOCRITY TO MAGIC
        8. 6.8 HORIZONS . . . ROADMAP TO A BETTER FUTURE
        9. 6.9 PLAY . . . WINNING THE NEW GAME
      4. 7 INSPIRE . . . BUILDING BRANDS THAT MAKE LIFE BETTER
        1. 7.1 PURPOSEFUL . . . BRANDS MAKE LIFE BETTER
        2. 7.2 ESSENCE . . . FINDING THE IDEA THAT DEFINES PEOPLE
        3. 7.3 ELEVATE . . . ENABLING PEOPLE TO ACHIEVE MORE
        4. 7.4 ACTIVATE . . . BRINGING BRANDS TO LIFE
        5. 7.5 PLATFORMS . . . CREATING SPACE TO EXPLORE AND ENGAGE
        6. 7.6 PROPOSITIONS . . . MAKING BRANDS SPECIFIC AND RELEVANT
        7. 7.7 STRETCH . . . EXTENDING BRANDS TO NEW MARKETS
        8. 7.8 PORTFOLIOS . . . ARCHITECTURES AND OPTIMIZATION
        9. 7.9 EVERYTHING . . . BECOMING A BRAND COMPANY
      5. 8 DESIGN . . . INNOVATING A BETTER BUSINESS MODEL
        1. 8.1 INNOVATION . . . MAKING THE WORLD A BETTER PLACE
        2. 8.2 CREATE . . . DIVERGE AND BE DEVIANT
        3. 8.3 DESIGN . . . ENGAGE WITH FUNCTION AND FORM
        4. 8.4 BREAKTHROUGHS . . . CREATING TODAY AND TOMORROW
        5. 8.5 INTEGRATE . . . INNOVATING EVERY ASPECT OF BUSINESS
        6. 8.6 BUSINESS MODELS . . . HOW THE BUSINESS WORKS
        7. 8.7 SIMPLER . . . THE ULTIMATE SOPHISTICATION
        8. 8.8 CHEAPER . . . FRUGAL THINKING TO FIND YOUR ‘JUGAARD'
        9. 8.9 TOGETHER . . . COLLABORATIVE, BETTER AND FASTER
      6. 9 RESONATE . . . TUNING INTO THE CUSTOMER’S WORLD
        1. 9.1 RESONANCE . . . IN SYNC WITH YOUR AUDIENCE
        2. 9.2 IN CONTEXT . . . IT'S ABOUT MY WORLD, NOT YOURS
        3. 9.3 IN TIME . . . REAL-TIME, FAST AND TOPICAL
        4. 9.4 ON DEMAND . . . WHEN, WHERE AND HOW I WANT IT
        5. 9.5 MOMENT OF TRUTH . . . THE FOUR ‘RESONANCE POINTS'
        6. 9.6 CREATING CONTENT . . . THAT IS ‘LIQUID AND LINKED'
        7. 9.7 STORYTELLING . . . TURNING IDEAS INTO MEMORABLE STORIES
        8. 9.8 CONTAGIOUS . . . CATCHING THE IDEAS VIRUS
        9. 9.9 EXPERIENTIAL . . . FORGET ADS AND IMAGES, THINK PEOPLE
      7. 10 ENABLE . . . CUSTOMER EXPERIENCES THAT ENABLE MORE
        1. 10.1 EXPERIENCES . . . SEE ME, FEEL ME, THRILL ME
        2. 10.2 ENABLING . . . IT'S NOT WHAT I BUY, IT'S WHAT I DO WITH IT
        3. 10.3 ENHANCING . . . STREAMLINING AND ELABORATING
        4. 10.4 EDUCATING . . . INCREASING THE POTENTIAL IMPACT
        5. 10.5 ENRICHING . . . ADDING EMOTION AND PERCEIVED VALUE
        6. 10.6 INTELLIGENT . . . BIG DATA-DRIVEN EXPERIENCES
        7. 10.7 DIGITAL . . . SOCIAL, LOCAL AND MOBILE
        8. 10.8 INTEGRATED . . . THE BRAND'S EXO-SKELETON
        9. 10.9 ENDURING . . . DOUBLE-LOOPED EXPERIENCES
      8. 11 MOBILIZE . . . GROWING FURTHER AND FASTER TOGETHER
        1. 11.1 RELATIONSHIPS . . . LOYALTY TO EACH OTHER, NOT TO BRANDS
        2. 11.2 NETWORKS . . . EXPONENTIAL VALUE OF CONNECTEDNESS
        3. 11.3 SOCIAL . . . PEOPLE MAKE NETWORKS WORK
        4. 11.4 ADVOCACY . . . BUILDING A GROUNDSWELL OF INFLUENCE
        5. 11.5 COMMUNITIES . . . TOGETHER WITH A SHARED PASSION
        6. 11.6 COLLABORATING . . . DOING MORE TOGETHER WITH CUSTOMERS
        7. 11.7 CURATING . . . MAKING LIFE SIMPLER TOGETHER
        8. 11.8 SHARING . . . SHARING IS FUN, PROFITABLE AND GOOD
        9. 11.9 MOVEMENTS . . . MARKETS WITH A MISSION
      9. 12 IMPACT . . . DELIVERING MORE POSITIVE RESULTS
        1. 12.1 POSITIVE VALUE . . . BUSINESS THAT ADDS TO THE WORLD
        2. 12.2 CUSTOMER VALUE . . . ACHIEVING MORE FOR CUSTOMERS
        3. 12.3 ECONOMIC VALUE . . . CAPTURING THE FUTURE POTENTIAL
        4. 12.4 SUSTAINING VALUE . . . SUSTAINED AND SUSTAINABLE
        5. 12.5 CREATIVE GOOD . . . INNOVATING TO MAKE LIFE BETTER
        6. 12.6 CIRCULAR ECONOMY . . . NET POSITIVE BUSINESS MODEL
        7. 12.7 CIRCULAR STRATEGIES . . . MOVING FROM LINEAR TO CIRCULAR
        8. 12.8 TOGETHER . . . ENABLING PEOPLE TO DO MORE GOOD
        9. 12.9 LEGACY . . . WHAT YOUR BRAND LEAVES BEHIND
      10. 13 AMPLIFY . . . TRANSFORMING YOUR BUSINESS POTENTIAL
        1. 13.1 AMPLIFYING . . . THE CAPACITY TO ACHIEVE MORE
        2. 13.2 AMPLIFIERS . . . HOW A BUSINESS ACHIEVES MORE
        3. 13.3 LEADERSHIP . . . INSPIRING AND ENABLING PEOPLE
        4. 13.4 CREATIVES . . . INNOVATIVE PEOPLE ARE DIFFERENT
        5. 13.5 MINDFUL . . . HARNESSING THE ENTREPRENEURIAL MIND
        6. 13.6 COGNITION . . . CHANGE YOUR BRAIN TO CHANGE YOUR GAME
        7. 13.7 SPEEDBOATS . . . WINNING AS A SMALL BUSINESS
        8. 13.8 SUPERTANKERS . . . WINNING AS A LARGE BUSINESS
        9. 13.9 GAMECHANGER . . . BOLD, BRAVE AND BRILLIANT
    4. PART 3 THE GAMECHANGERS
      1. WHO ARE THE GAMECHANGERS?
      2. ‘GAMECHANGERS' BY SECTOR AND REGION
      3. 14 FUTURESTORE
        1. SMART SHOPPERS, SMART STORES
        2. DIGITAL HYBRIDS, DATA AND MOBILE
        3. GAMECHANGERS
      4. 15 FUTUREBANK
        1. LIFE FLOWS BETTER
        2. ESCAPE THE BRANCH
        3. MONEY ENABLES MORE
        4. GAMECHANGERS
      5. 16 FUTUREHEALTH
        1. PERSONAL, PREDICTIVE AND POSITIVE
        2. DIGITAL AND MOBILE, CATALYSTS OF CHANGE
        3. GAMECHANGERS
      6. 17 FUTUREGADGET
        1. DESIGNS FOR A BETTER LIFE
        2. HUMAN, INTUITIVE AND INTELLIGENT
        3. GAMECHANGERS
      7. 18 FUTUREMEDIA
        1. GAMECHANGERS
      8. 19 FUTUREFASHION
        1. SMART AND LUXURY, LOCAL AND GLOBAL
        2. GAMECHANGERS
      9. 20 FUTURETRAVEL
        1. ASIAN TRAVEL BOOM
        2. MAKING IT REAL AND EASY
        3. TRANSFORMING TRAVEL
        4. GAMECHANGERS
      10. 21 FUTUREFOOD
        1. CATERPILLARS, SEAWEED AND iPODS
        2. GAMECHANGERS
      11. 22 FUTURETECH
        1. GAMECHANGERS
      12. 23 FUTUREMAKERS
        1. GAMECHANGERS
    5. PART 4 GAMECHANGER LABS
      1. FUTURE LAB
      2. CREATIVE LAB
      3. BRAND LAB
      4. PERFORMANCE LAB
    6. APPENDIX: DOING MORE
      1. THE AUTHOR
      2. THE BOOK
      3. WHAT'S NEW?
      4. WHAT'S MORE?
      5. WHAT'S NEXT?
    7. INDEX
    8. END USER LICENSE AGREEMENT

    Product information

    • Title: Gamechangers: Creating Innovative Strategies for Business and Brands; Lessons in Innovation from Those Winning the Game
    • Author(s): Peter Fisk
    • Release date: January 2015
    • Publisher(s): Wiley
    • ISBN: 9781118956977