Play and Games for Transformational Innovation in the \nOntario Healthcare System
Notice bibliographique
Résumé
With increasingly unsustainable healthcare expenditures and the emergence of more complex chronic conditions, the Ontario Health System is a highly bureaucratic structure that continues to evolve at an incremental rate. What’s challenging however, is that expectations of society and patients are changing and increasing; and at the current pace of change, needs are not being reached quickly enough as a whole. \n \nHealthcare in Ontario is an industry attempting to address wicked problems in a complex system and to do so, requires a shift in thinking and drive towards innovation. \n \nInnovation has been defined in many ways. Here, we consider it within a healthcare context. For the purpose of our research, healthcare innovation means the development of new or novel ways of delivering health services that improve the patient experience and impact the system at a large scale. Healthcare organizations have been promoting innovation as a means to solve problems; however, innovation has not been widely defined within this industry, and innovations have occurred in piecemeal ways toward incremental improvement of the existing system. \n \nWe speculate that radical transformation of the healthcare system will require a shift in paradigm to redefine how to meet the health needs of individuals and society. If healthcare organizations wish to be more fully included as active participants in large scale change, they must cultivate the appropriate capacities to integrate futures and design thinking into their practice. Games offer up the potential to encourage problem solving, creativity, and relationship building, all of which are inputs to drive transformational innovation. \n \nIn this research, we aim to explore our primary research question: How might Ontario healthcare organizations use games to foster a culture of innovation? \nWe develop insights by mapping the current healthcare system and examining its behaviour and functions, and by considering its relationship with innovation to date. Further, through a review of literature, we discover what elements contribute to transformational innovation and those that emerge from play and games. Lastly, we select and play two games on the paidic end of the game spectrum (unstructured and open-ended), and discuss their potential fit for the healthcare system. We landed on ideation card games; more specifically, futures-oriented games that would be of interest to a healthcare audience in imagining future trajectories, that offer simple game mechanics easy enough for a group of busy professionals to grasp and align with the theme of transformation. \nWe assert that, backed by a transformational leadership mindset, integrating play and games into their practice, Ontario healthcare organizations might better cultivate and grow their workforce’s capacities to solve problems, be creative, and build relationships, thereby developing cognitive capacities to participate in transformational innovation.
Récupéré en direct depuis OpenAlex et désinversé. Les résumés ne sont pas conservés dans cette base de données : les index inversés représentent 8,6 Go des 9,3 Go de texte de la base, et le serveur dispose de 13 Go libres.
Comment cette classification a été obtenuedéplier
Prédiction distillée sur la base complète
Imitation des enseignantsNi prévalence calibrée, ni vérité terrain. Validation humaine à venir. Apprise à partir de 10 348 étiquettes directes de Codex et de 10 348 étiquettes directes de Gemma. Le mode candidate est l'union des têtes enseignantes seuillées; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont ni des étiquettes humaines ni des étiquettes directes de modèles de pointe.
Scores Codex et Gemma par catégorie
| Catégorie | Codex | Gemma |
|---|---|---|
| Métarecherche | 0,002 | 0,000 |
| Méta-épidémiologie (sens strict) | 0,000 | 0,001 |
| Méta-épidémiologie (sens large) | 0,001 | 0,000 |
| Bibliométrie | 0,004 | 0,005 |
| Études des sciences et des technologies | 0,001 | 0,001 |
| Communication savante | 0,000 | 0,001 |
| Science ouverte | 0,003 | 0,000 |
| Intégrité de la recherche | 0,001 | 0,002 |
| Charge utile insuffisante (le modèle a refusé de juger) | 0,000 | 0,000 |
Scores machine (provisoires)
Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.
Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.
score_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découleClassification
machine, non validéePrédiction automatique; un appel candidat d’une seule tête enseignante, pas un consensus.
Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».