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Library | Item Barcode | Call Number | Material Type | Item Category 1 | Status |
---|---|---|---|---|---|
Searching... | 30000010321158 | HD30.26 B38 2012 | Open Access Book | Book | Searching... |
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Summary
Summary
Business Games for Management and Economics: Learning by Playing presents board and video business games which combine teamwork with individual decisions based on computer models. Business games support integration of learning experience for different levels of education and between different disciplines: economics, management, technological, environmental and social studies. The work is based on experience in adaptation, design and conducting of field, and board and video games played in college settings within standard schedules. Most of the games are played in Modeling and Simulation, Microeconomics, Logistics and Supply Chain Management courses. Game boards are 2- or 3-dimensional displays of subsystems, their components and phases of technological and business processes, which allow customization of games of the same type for different missions in schools, universities, and corporate training centers. The range of games applied to economics and management classes spreads from 2-person games for kid's "Aquarium" up to the REACTOR games for several teams of executives.
Table of Contents
A Synopsis | p. ix |
Acknowledgements | p. xi |
About the Author | p. xiii |
List of Tables | p. xv |
List of Figures | p. xix |
Introduction | p. xxvii |
The Mission of Games | p. xxxi |
Part 1 Choosing a Business Game | p. 1 |
Chapter 1 Learning by Playing | p. 3 |
1.1 History of business games | p. 4 |
1.2 Types of business games | p. 13 |
1.3 Games as educational tools | p. 20 |
1.4 Game as a research and development (R&D) tool | p. 32 |
Chapter 2 Models for Business Games | p. 41 |
2.1 The structure of the game | p. 42 |
2.2 Game theory and mathematical models | p. 48 |
2.3 System dynamics models | p. 62 |
2.4 Decision trees | p. 72 |
2.5 Probabilistic models and Monte Carlo simulation | p. 77 |
2.6 Optimization models | p. 83 |
Chapter 3 Field and Board Business Games | p. 87 |
3.1 Field games | p. 88 |
3.2 Cards and board games | p. 96 |
3.3 Rules and procedures of games | p. 106 |
Chapter 4 Computer Games | p. 113 |
4.1 Electronic (digital) games | p. 114 |
4.2 Videogames | p. 122 |
4.3 Online games and interactive computer simulations | p. 131 |
4.4 Games that Conquer the World | p. 136 |
Chapter 5 Choosing a Game | p. 141 |
5.1 Level of education and game type | p. 142 |
5.2 Classroom games | p. 147 |
5.3 Management science/operations research | p. 154 |
5.4 Utility theory | p. 156 |
Part 2 Designing a Business Game | p. 163 |
Chapter 6 The Purpose of the Game | p. 165 |
6.1 Technological systems | p. 166 |
6.2 Environmental systems | p. 175 |
6.3 Economic systems | p. 184 |
6.4 Social systems | p. 198 |
Chapter 7 The Idea of the Game | p. 209 |
7.1 The source of the game | p. 210 |
7.2 The sources of creativity | p. 219 |
7.3 The structure of a game | p. 223 |
7.4 Business game players and teams | p. 227 |
7.5 Designers team formation and leadership | p. 233 |
Chapter 8 Business Game Hardware Design | p. 247 |
8.1 Game design process | p. 248 |
8.2 Design of the game prototype | p. 251 |
8.3 Rules and procedures | p. 255 |
8.4 Games hardware: sandboxes, boards and displays | p. 259 |
8.5 Visualizing mathematical models | p. 262 |
8.6 Technology and aesthetics of a game | p. 266 |
Chapter 9 Software for Business Games | p. 275 |
9.1 Choosing a software | p. 276 |
9.2 System dynamics software | p. 280 |
9.3 Monte Carlo simulation by Crystal Ball | p. 283 |
9.4 Agent-Based simulation by Any logic | p. 288 |
Chapter 10 Business Games for System Design | p. 295 |
10.1 Business game for systems design | p. 296 |
10.2 System design organization | p. 302 |
10.3 Network-Centric model of economic system | p. 308 |
10.4 From system design to SoS Simulation | p. 312 |
10.5 System of systems business and enterprises games | p. 317 |
Conclusion | p. 322 |
Appendix | p. 325 |
References | p. 353 |
Index | p. 367 |