KnowledgeLink
Newsletter
Dr. Arnaud Gasnier
May 2008
Although the majority of companies and research organizations
are filing increasing numbers of patent applications, they are not
realizing the maximum value of these patents. This phenomenon is
named the Patenting Paradox. Through efficient patent management,
these organizations can learn how to cope with the complexity of
patents, and yield more profit from them: 'Serious games' are the
best way to develop these management skills and solve the Patenting
Paradox.
These are the findings of the thesis written by Dr. Arnaud
Gasnier, Assistant Director of Patents & Licensing at the
Netherlands Organization for Applied Scientific Research, and
Assistant Professor at Delft University of Technology (TU Delft).
His research is based on analyses of companies, universities and
research organizations, and ten years of international professional
experience. Dr. Gasnier defended his thesis last February at TU
Delft. He has written a book on patent management and invented a
game that helps firms learn how to better exploit the rising number
of patents. His research was sponsored by the Research Fund of the
European Patent Organization.
A complex but topical issue
In the current
knowledge-based economy, firms (i.e. companies, research
organizations and universities) tend to patent more in order to
protect their growing number of innovations. Patent management,
however, is a complex system that requires time to fully exploit the
value of patents. Gasnier’s book introduces a new model of the firm
to help managers learn how to further improve the operational and
strategic dimensions of patent management. This new model named RMBV
(Research, Manufacturing, Building, and Valorization) is presented
to explain the current practices of patent management. Four business
models are described with four types of patent strategy (defensive,
commodity, profit and aligned).
Gasnier also describes a new framework for measuring performance.
He introduces new key normalized indicators from direct measures
(inputs and outputs of the RMBV model) and two dashboards to help
managers navigate. Detailed methods to position, benchmark and
project the performance of the firms' patent management are given,
with actual examples from patent databases and annual reports.
Both model and measurement framework have been extensively
reviewed by means of patent databases and illustrated with current
practices. Empirical foundations are given from an audit of 70
companies and from actual examples based on patent information tools
(Aureka from Thomson Reuters).
70 per cent of patents are not being used
effectively
According to previous studies, only 30 per
cent of patents in Europe are being used effectively. The rest are
dormant. Gasnier finds the roots of the Patenting Paradox in the
series of events and relationships that take place directly in the
firms. He demonstrates that this is not due to a lack of awareness
of the importance of patents, but rather due to the fact that firms
pay too little attention to the overall process. Attention is the
phenomenon which occurs between awareness and action; it filters
which information to digest into actions and which one to leave
aside.
These findings are validated through statistical analyses of a
survey conducted among more than 8,000 patent users. Along the way
Gasnier explores what the firms actually know about patents and how
they perceive patents.
A serious game to teach firms how to use patents
There are already many successful management games developed,
but none for patent management. Gasnier has designed a new patent
game with various applications. The survey of 8,000 patent users
revealed three main areas of improvement currently sought by the
firms:
- education
- cooperation
- strategy development

Gaming
in action (photo from TU Delft)
Gasnier's game aims to address these areas. When playing the
game, 20 participants are pooled in five firms which compete in a
'global economy'. This economy is defined by 20 markets combining
five products (MP3, GPS, PDA, DVD and PC) in four regions (North,
East, South and West). For each market: one firm can acquire a
factory and manufacture products, and the same firm or another one
can acquire the patent. Then, depending on whether one or two firms
own the factory and the patent, plus the timing effect, the firms
will experience all the IP scenarios and business transactions than
occur in real life. Some will secure their markets and others will
license their technology or decide to create a joint-venture. The
game has a strong accent on interactions between the participants:
first when they decide on which global IP strategy for their own
firms, and second when they negotiate with other firms to implement
their strategies and make deals. The firms can also initiate
infringement actions. The firm with the highest value (tangibles
plus intangibles) at the end of the game is the winner.
This game can be used in different settings for specific
audiences, to:
- raise IP awareness among the general staff of companies and
research institutes, especially as to the effectiveness of IP in
today's economy
- teach (under)graduates at technology universities and
management schools
- establish a dialog between functions or peers using a
fictitious environment
- experience a change of practices in a risk-free laboratory
The effectiveness of serious gaming has been demonstrated in many
fields. Dr. Gasnier has shown the effectiveness of his game from a
series of experiments involving 160 students and professionals from
the Netherlands, France and Austria. When playing the game, these
participants have gained knowledge by learning faster and with a
sustained interest, compared to regular lectures. They have also
acquired new perceptions outside their regular jobs or roles by
getting evolved in the big picture. Further, the game fosters
team-work and engagement: a group dynamic usually develops swiftly,
even among populations which are usually not so involved and active.
The game also tends to defeat reluctance: the participants who
dislike games or patents before playing tend to be those learning
the most at the end.
Further information
You can find further
information and order The Patenting Paradox book online at http://www.patenting-paradox.com/. It is published
by Eburon Academic
Publishers (ISBN 978-90-5972-230-9), price 80 EUR.

Dr
Arnaud Gasnier (photo from TNO)
Dr. Arnaud Gasnier provides training, especially game-based
sessions, and trains facilitators for in-house use of this new game.
You can contact him at:
Delft University of
Technology
Faculty of Technology, Policy and
Management
Section Policy, Organization, Law and Gaming
a.gasnier@tudelft.nl