Simulation Modeling and Analysis
Simulation Modeling and Analysis
Serious Games: Games That Educate, Train, and Inform
Serious Games: Games That Educate, Train, and Inform
From Sun Tzu to Xbox: War and Video Games
From Sun Tzu to Xbox: War and Video Games
Serious Use of a Serious Game for Language Learning
Proceedings of the 2007 conference on Artificial Intelligence in Education: Building Technology Rich Learning Contexts That Work
Computers & Education - Virtual learning? Selected contributions from the CAL 05 symposium
HICSS '10 Proceedings of the 2010 43rd Hawaii International Conference on System Sciences
Game theory and the practice of revenue management
Proceedings of the Behavioral and Quantitative Game Theory: Conference on Future Directions
Format-Store: A Multi-agent Based Approach to Experiential Learning
VS-GAMES '11 Proceedings of the 2011 Third International Conference on Games and Virtual Worlds for Serious Applications
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This paper proposes a framework for the design of serious games in the area of revenue management. At this time, there is little systematic consideration of simulation-based serious games and their set-up available in this field. The suggested framework regards games as structured in three layered stages and explicates decisions influencing their design and focus. These decisions are structured according to five aspects: concurrence, conditions, cognizance, cooperation and competition. Revenue management provides a particular challenge as its success depends not only on the customer choice, competition and sophisticated operations research algorithms, but also on analysts' understanding. Simulation systems are a well-known tool for the evaluation of revenue management approaches in research and practice and can easily be extended for use in serious games. The framework introduced here can be used for future evaluations of alternative designs of serious games aiming to improve revenue management understanding and strategy evaluation.