Human and computer involvement in simulation
Simulation and Gaming
Emphasizing different modes of learning through a configurable business simulation game
Simulation and Gaming
Modeling market demand in a demand-independent business simulation
Simulation and Gaming
Profits: the false prophet in business gaming
Simulation and Gaming
Forecasting and management ability: a response to Wolfe
Simulation and Gaming
Forecasting and management ability: rebuttal to Teach's response
Simulation and Gaming
Exploratory modeling for policy analysis
Operations Research
Personality bias in total enterprise simulations
Simulation and Gaming
Taking gaming seriously: not anymore
Simulation and Gaming - Special issue: silver anniversary issue, part 1
Recollections on 25 years of simulation/gaming
Simulation and Gaming - Special issue: silver anniversary issue, part 1
Computer-assisted gaming for entrepreneurship education
Simulation and Gaming - Special issue: entrepreneurship education, part 2
The influence of team starting position on performance in a business simulation
Simulation and Gaming
Real markets in computerized top-management gaming simulations designed for assessment
Simulation and Gaming
Computerized general management games as strategic management learning environments
Simulation and Gaming - Special issue: teaching strategic management
Simulations: reading for action
Simulation and Gaming - Special issue on a quarter century of Ken Jones
Simulation and Gaming - Special issue on a quarter century of Ken Jones
Simulation and Gaming - Special issue on a quarter century of Ken Jones
What happens when students design and run their own simulations?
Simulation and Gaming - Special issue on a quarter century of Ken Jones
Simulation and Gaming - Special issue on a quarter century of Ken Jones
Historical review of algorithm development for computerized business simulations
Simulation and Gaming
Model for currency exchange rates and its violation
Simulation and Gaming
Threshold Competitor: A Management Simulation
Threshold Competitor: A Management Simulation
Ecology of international business simulation games
Simulation and Gaming
Synthesizing experiences: lessons to be learned from internet-mediated simulation games
Simulation and Gaming - Special issue: Simulation & gaming
Adding value to simulation/games through internet mediation: the medium and the message
Simulation and Gaming - Special issue: Simulation & gaming
Web-based discrete event simulation models: current states and possible futures
Simulation and Gaming - Special issue: Simulation & gaming
Problems in simulating social reality: observations on a MUD construction
Simulation and Gaming - Special issue: Simulation & gaming
Creating a web-based simulation gaming exercise using PERL and JavaScript
Simulation and Gaming - Special issue: Simulation & gaming
Applying constructivist approach to educational business games: case REALGAME
Simulation and Gaming - Special issue: Simulation & gaming
A hermeneutical approach to external validation of simulation models
Simulation and Gaming - Symposium: International relations and simulation/gaming
The Tournament Concept in Assessment
Simulation and Gaming
Philosophical foundations of computer simulation validation
Simulation and Gaming
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
Examining the societal impacts of nanotechnology through simulation: NANO SCENARIO
Simulation and Gaming
A plug and play pathway approach for operations management games development
Computers & Education
A constructivist approach to designing business simulations for strategic management
Simulation and Gaming
A First Life With Computerized Business Simulations
Simulation and Gaming
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
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Advances in the design of computerized business gaming simulations since the earliest works of the late 1950s are reviewed. A taxonomy of computerized gaming simulation is discussed, and the role of purpose in design is considered. Issues with respect to the representation, timing, hosting, and scoring of gaming simulations are covered.