Business computerized simulation: the Australian experience
Simulation and Gaming
The use of computerized management and business simulation in the United Kingdom
Simulation and Gaming
Business simulation games: current usage levels—an update
Simulation and Gaming - Special issue on a quarter century of Ken Jones
Computer Simulation in Business
Computer Simulation in Business
Today's Business Simulation Industry
Simulation and Gaming
Validating business gaming: Business game conformity with PIMS findings
Simulation and Gaming
Philosophical foundations of computer simulation validation
Simulation and Gaming
Training for today's supply chains: an introduction to the distributor game
WSC '05 Proceedings of the 37th conference on Winter simulation
Rhetorical peaks, a video game for first-year writing
SIGDOC '07 Proceedings of the 25th annual ACM international conference on Design of communication
Supporting parametrization of business games for multiple educational settings
Proceedings of the 39th conference on Winter simulation: 40 years! The best is yet to come
Business Simulations and Cognitive Learning
Simulation and Gaming
Developments in Business Gaming
Simulation and Gaming
Social Choice in a Computer-Assisted Simulation
Simulation and Gaming
SIMBA: A simulator for business education and research
Decision Support Systems
A constructivist approach to designing business simulations for strategic management
Simulation and Gaming
Educational Validity of Business Gaming Simulation: A Research Methodology Framework
Simulation and Gaming
The impact of a simulation game on operations management education
Computers & Education
Learning leadership skills in a simulated business environment
Computers & Education
The values of college students in business simulation game: A means-end chain-approach
Computers & Education
From participatory to contributory simulations: changing the game in the classroom
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Life Span as the Measure of Performance and Learning in a Business Gaming Simulation
Simulation and Gaming
Conceptual modeling for simulation-based serious gaming
Decision Support Systems
An investigation of the use of simulation tools in management education
Proceedings of the Winter Simulation Conference
Proceedings of the Winter Simulation Conference
Computer Gaming Scenarios for Product Development Teams
International Journal of Gaming and Computer-Mediated Simulations
Effects of Playing a History-Simulation Game: Romance of Three Kingdoms
International Journal of Gaming and Computer-Mediated Simulations
Comparing student competences in a face-to-face and online business game
Computers in Human Behavior
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An e-mail survey of 14,497 business faculty members across all disciplines at American Association of Collegiate Schools of Business member schools was undertaken to determine current business simulation game usage and thoughts about business simulation games. Issues such as how games are first adopted, objectives for game use, achievement of course objectives, where game users look for information on business games, courses taught by game users, how and why games in use are changed or dropped, and why some faculty members do not use simulation games were addressed. Across 1,085 respondents to this survey, 30.6% were current business game users, 17.1% were former game users, and 52.3% were never-users of business games.