The production frontier: modeling production in computerized business simulation
Simulation and Gaming
Modeling market demand in a demand-independent business simulation
Simulation and Gaming
Modeling radical changes in technology within strategy-oriented business simulations
Simulation and Gaming
Business computerized simulation: the Australian experience
Simulation and Gaming
The use of computerized management and business simulation in the United Kingdom
Simulation and Gaming
Demand equations for business simulations with market segments
Simulation and Gaming
Modeling the human component in computer-based business simulations
Simulation and Gaming
Modeling total quality elements into a strategy-oriented simulation
Simulation and Gaming
The sciences of the artificial (3rd ed.)
The sciences of the artificial (3rd ed.)
Business simulation games: current usage levels—an update
Simulation and Gaming - Special issue on a quarter century of Ken Jones
Artificial Life
Use of Business Simulation Games in Hong Kong
Simulation and Gaming
A Survey of Simulation Game Users, Former-Users, and Never-Users
Simulation and Gaming
Collective bargaining as a two-level game: direct learner-expert interactions
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
When worlds collide: Developing game-design partnerships in universities
Simulation and Gaming
Developments in Business Gaming
Simulation and Gaming
SIMBA: A simulator for business education and research
Decision Support Systems
Life Span as the Measure of Performance and Learning in a Business Gaming Simulation
Simulation and Gaming
Proceedings of the Winter Simulation Conference
International Journal of Gaming and Computer-Mediated Simulations
Evaluating the educational effectiveness of simulation games: A value generation model
Information Sciences: an International Journal
Hi-index | 0.00 |
New technologies are transforming the business simulation industry. The technologies come from research in computational fields of science, and they endow simulations with new capabilities and qualities. These capabilities and qualities include computerized behavioral simulations, online feedback and coaching, advanced interfaces, learning on demand, and the ability to teach specific knowledge. While describing the new technologies, this article also describes the industry's transformation by estimating its size, presenting trends affecting demand and supply, and analyzing its structure. It is believed the industry is going through Schumpeter's process of creative destruction.