Simulation Games as Replication of Real Business
Perella Weinberg Partners
Thammasat University - Faculty of Commerce and Accountancy
July 24, 2011
Data from 294 Executive MBA students studying business administration were analysed to determine perceptions toward business simulations in general and their perceived usefulness in particular. 25 simulation game related and 21 tutor related attributes made up the evaluation form. Preliminary findings suggest a Halo effect in form of student’s perception of the tutor being influenced by the perception of the usefulness of the simulation, vice versa. Although the overall evaluation of both, simulation game and tutor, were generally very positive, there were distinct differences between clusters. In general, the analysed simulation ‘Markstrat’ was seen as a close approximation to real business challenges by forcing teams to compete against each other and make decisions in the areas of HRM, promotion, distribution, pricing, R&D, production, finance etc.
Number of Pages in PDF File: 7
Date posted: July 25, 2011 ; Last revised: July 27, 2011
© 2016 Social Science Electronic Publishing, Inc. All Rights Reserved.
This page was processed by apollobot1 in 0.172 seconds