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This article describes a strategy-driven, experiential game that was designed to teach the participants (e.g., students, entrepreneurs, and business persons) the importance of personnel and strategy congruence in entrepreneurial environments. The decisions cover the areas of marketing,...
A volume-independent model for currency exchange rates in international business gaming simulations is presented that is shown to be stable, simple, and fair. Based on foreign holdings of money, the model pegs exchange rates to allow for currency speculation. The effects of international trade,...
This article describes intermediate stages in the development of TRAFFIC JAM, a computerized gaming simulation for children and adolescents. TRAFFIC JAMfocuses on the environmental and health impact of various means of transport, such as walking, biking, and going by bus or private car. It is...
This study investigated the display of “expert” behavior by outstanding video game–playing children. Seven highly proficient, video game–playing, 10-and 11-year-old children were observed in the act of teaching adult “foils” how to play one of two popular home video games. The...
Media Simulation for Universities and Schools (MESUS) brought together eight secondary schools within the SouthWales valleys for one academic year in 1998 (September to June). Participants were between ages 12 and 14 who were responsible for producing a monthly newspaper both in electronic and...
This study investigates characteristics of successful and unsuccessful discrete event computer simulation projects. The findings show that unsuccessful projects are often characterized by high costs, model size constraints, and slow software. Successful projects are characterized by teamwork,...
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