Simulation Games as Replication of Real Business

7 Pages Posted: 25 Jul 2011 Last revised: 27 Jul 2011

Stefan Jentzsch

Perella Weinberg Partners

Clemens Bechter

Thammasat University - Faculty of Commerce and Accountancy

Date Written: July 24, 2011

Abstract

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.

Suggested Citation

Jentzsch, Stefan and Bechter, Clemens, Simulation Games as Replication of Real Business (July 24, 2011). Available at SSRN: https://ssrn.com/abstract=1894226 or http://dx.doi.org/10.2139/ssrn.1894226

Stefan Jentzsch

Perella Weinberg Partners ( email )

401 Congress Ave
Suite 3000
Austin, TX 78701
United States

Clemens Bechter (Contact Author)

Thammasat University - Faculty of Commerce and Accountancy ( email )

Bangkok, 10200
Thailand

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