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9789814355575

Business Games for Management and Economics : Learning by Playing

by
  • ISBN13:

    9789814355575

  • ISBN10:

    9814355577

  • Format: Hardcover
  • Copyright: 2012-03-30
  • Publisher: World Scientific Pub Co Inc
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Summary

Business Games for Management and Economics: Learning by Playing presents board and video business games which combine teamwork with individual decisions based on computer models. Business games support integration of learning experience for different levels of education and between different disciplines: economics, management, technological, environmental and social studies. The work is based on experience in adaptation, design and conducting of field, and board and video games played in college settings within standard schedules. Most of the games are played in Modeling and Simulation, Microeconomics, Logistics and Supply Chain Management courses. Game boards are 2- or 3-dimensional displays of subsystems, their components and phases of technological and business processes, which allow customization of games of the same type for different missions in schools, universities, and corporate training centers. The range of games applied to economics and management classes spreads from 2-person games for kid's "Aquarium" up to the REACTOR games for several teams of executives.

Table of Contents

A Synopsisp. ix
Acknowledgementsp. xi
About the Authorp. xiii
List of Tablesp. xv
List of Figuresp. xix
Introductionp. xxvii
The Mission of Gamesp. xxxi
Choosing a Business Gamep. 1
Learning by Playingp. 3
History of business gamesp. 4
Types of business gamesp. 13
Games as educational toolsp. 20
Game as a research and development (R&D) toolp. 32
Models for Business Gamesp. 41
The structure of the gamep. 42
Game theory and mathematical modelsp. 48
System dynamics modelsp. 62
Decision treesp. 72
Probabilistic models and Monte Carlo simulationp. 77
Optimization modelsp. 83
Field and Board Business Gamesp. 87
Field gamesp. 88
Cards and board gamesp. 96
Rules and procedures of gamesp. 106
Computer Gamesp. 113
Electronic (digital) gamesp. 114
Videogamesp. 122
Online games and interactive computer simulationsp. 131
Games that Conquer the Worldp. 136
Choosing a Gamep. 141
Level of education and game typep. 142
Classroom gamesp. 147
Management science/operations researchp. 154
Utility theoryp. 156
Designing a Business Gamep. 163
The Purpose of the Gamep. 165
Technological systemsp. 166
Environmental systemsp. 175
Economic systemsp. 184
Social systemsp. 198
The Idea of the Gamep. 209
The source of the gamep. 210
The sources of creativityp. 219
The structure of a gamep. 223
Business game players and teamsp. 227
Designers team formation and leadershipp. 233
Business Game Hardware Designp. 247
Game design processp. 248
Design of the game prototypep. 251
Rules and proceduresp. 255
Games hardware: sandboxes, boards and displaysp. 259
Visualizing mathematical modelsp. 262
Technology and aesthetics of a gamep. 266
Software for Business Gamesp. 275
Choosing a softwarep. 276
System dynamics softwarep. 280
Monte Carlo simulation by Crystal Ballp. 283
Agent-Based simulation by Any logicp. 288
Business Games for System Designp. 295
Business game for systems designp. 296
System design organizationp. 302
Network-Centric model of economic systemp. 308
From system design to SoS Simulationp. 312
System of systems business and enterprises gamesp. 317
Conclusionp. 322
Appendixp. 325
Referencesp. 353
Indexp. 367
Table of Contents provided by Ingram. All Rights Reserved.

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