Evaluating computerized business simulators for objective learning validity
Simulation and Gaming
The effectiveness of games for educational purposes: a review of recent research
Simulation and Gaming
The effectiveness of business games in strategic management course work
Simulation and Gaming - Special issue: teaching strategic management
Business simulation games: current usage levels—an update
Simulation and Gaming - Special issue on a quarter century of Ken Jones
The changing nature of business simulation/gaming research: a brief history
Simulation and Gaming
Computer Simulation in Business
Computer Simulation in Business
A Survey of Simulation Game Users, Former-Users, and Never-Users
Simulation and Gaming
A constructivist approach to designing business simulations for strategic management
Simulation and Gaming
Simulation gaming as a social development instrument: Dealing with complex problems
Information Polity - Government 2.0: Making Connections between citizens, data and government
Educational Validity of Business Gaming Simulation: A Research Methodology Framework
Simulation and Gaming
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Business games have been in use in university classes in North American for 50 years. A concern over this time has been whether or not participation in such games is a meaningful experience. The merit of business games has been examined by looking at what is taught by games, comparing games to other teaching approaches, and assessing the external and internal validity of games. This article examines another approach to assessing business games. The performance outcomes of more than 2,000 students operating 717 simulation companies in 154 industries has been examined to determine if these outcomes conform to real-world business firm outcomes as reported in the ongoing PIMS (Profit Impact of Marketing Strategies) project. The findings from this research suggest once again that business simulation games are a valid teaching tool.