An e-mail survey of 14,497 business faculty members across all disciplines at American Association of Collegiate Schools of Business member schools was undertaken to determine current business simulation game usage and thoughts about business simulation games. Issues such as how games are first adopted, objectives for game use, achievement of course objectives, where game users look for information on business games, courses taught by game users, how and why games in use are changed or dropped, and why some faculty members do not use simulation games were addressed. Across 1,085 respondents to this survey, 30.6% were current business game users, 17.1% were former game users, and 52.3% were never-users of business games.
A major survey involving more than 1,500 mail questionnaires was administered just over 10 years ago to determine the extent of business simulation game usage in academia and in business training programs. This article updates the earlier study through a mailing of 1,583 questionnaires to business school deans, business faculty, and training and development managers in industry. The findings from this study show that business simulation game usage in academia and in industry has continued to grow over the past 10 years with expectations for further growth.
The Association for Business Simulation and Experiential Learning (ABSEL) has recently passed its 25th birthday, and a review of the 25 years of ABSEL conference proceedings starting with Oklahoma City in 1974 provides a good overview of the changing nature of business simulation/gaming research. This article reviews the history of business simulation/gaming research through the eyes and articles of ABSEL members over the past 25 years. The review is limited to several areas of major research interest and examines research in the area of business gaming but not experiential learning.
This article examines developments in business simulation gaming during the past 40 years. Covered in this article are a brief history of business games, the changing technology employed in the development and use of business games, changes in why business games are adopted and used, changes in how business games are administered, and the current state of business gaming. Readers interested in developments in other areas of simulation gaming (urban planning, social studies, ecology, economics, geography, health, etc.) are encouraged to look at other articles appearing during the 40th anniversary year of Simulation & Gaming and at the many fine articles that appeared in the silver anniversary issue of Simulation & Gaming (December 1995).
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