Expensive Gaming or Useful Tools? With the entry of the Millennials (and soon, G

Expensive Gaming or Useful Tools?
With the entry of the Millennials (and soon, Gen Z) workforce, gaming, virtual reality, and simulations are becoming regular business-speak. This unit post will review whether the use of these tools can lead to disruptive innovation.
Is participating in simulations and war games just a fantasy or is it part of real life? Horn (2011) and Gilad (2010) presented compelling arguments for the use of war gaming as strategy assessment techniques, but have their arguments come to fruition? Companies use VR for training, for example. Have or should VR use evolve to higher level management scenarios?
For your initial post, answer these questions:
Have simulation, virtual reality (VR), and/or “war gaming” tools been shown to be useful?
How can or have organizations applied these tools?
What type of environment and decision-making could be used as the basis of virtual reality simulations?
How can these tools be used to identify, respond, and seize disruptive innovation in such areas as “competing against free?”
Use examples from a public organization or industry to illustrate your discussion.
Response GuidelinesRespond to at least two learners’ postings with additional insights, questions, challenges, or suggestions. Use at least one reference in each response to support your ideas. Your response should contain at least 2 APA paragraphs (i.e., 3 sentences or more), and should extend the discussion.
ReferencesGilad, B. (2010). War gaming: Virtual reality, real lessons. Strategy & Leadership, 38(6), 38–42.
Horn, J. (2011). Playing war games to win. McKinsey Quarterly, (2), 122–127.
( DISCUSSION 1 : https://web-s-ebscohost-com.library.capella.edu/ehost/detail/detail?vid=0&sid=1cc22ece-03a8-4c69-a254-3f0a464f8b01%40redis&bdata=JnNpdGU9ZWhvc3QtbGl2ZSZzY29wZT1zaXRl#AN=60260252&db=bth
https://www.forbes.com/sites/charliefink/2017/10/30/vr-training-next-generation-of-workers/?sh=17564d0c64f5 )
& Discussion 1 and1.0 is for discussion 1 )
Comparative Innovation Models
This discussion question requires a comparative analysis of the Blue Ocean, disruption theory, and the follower’s dilemma.
After reviewing the assigned readings for Unit 3, write a post which:
Compares the premise of Chesborough (2007) to Chan et al. (2018) and Ibarra et al. (2018). What changes in knowledge, research, and technology have occurred since 2007 which led 2018 researchers to respond and update previous knowledge?
Identifies a sample industry or organization where some of the approaches have been used, or currently are being implemented. How have the methods influenced innovation in the selected company or industry? Give at least two examples.
Response GuidelinesRespond to at least two learners’ postings with additional insights, questions, challenges, or suggestions. Use at least one reference in each response to support your ideas. Your response should contain at least 2 APA paragraphs (i.e., 3 sentences or more), and should extend the discussion.
ReferencesChesbrough, H. (2007). Business model innovation: It’s not just about technology anymore. Strategy & Leadership, 35(6), 12–17.
Chan, T., Bharadwag, A., & Varadarajan, D. (2018). Business method innovations and firm value: An empirical investigation. SSRN, 1–35. Retrieved from https://papers.ssrn.com/sol3/papers.cfm?abstract_i…
Ibarra, D., Ganzarain, J., & Igartua, J. (2018). Business model innovation through industry 4.0: A review. Procedia Manufacturing, 22, 4–10.
ResourcesDiscussion Participation Scoring Guide.
( Discussion 2 https://www.forbes.com/sites/stevedenning/2017/12/14/the-five-new-forces-in-innovation-strategy/?sh=5935b93825be )
& 2.0 ,2. 1 2.3 is also for Discussion 2

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