74,879 research outputs found
Evolution of a supply chain management game for the trading agent competition
TAC SCM is a supply chain management game for the Trading Agent Competition (TAC). The purpose of TAC is to spur high quality research into realistic trading agent problems. We discuss TAC and TAC SCM: game and competition design, scientific impact, and lessons learnt
CRM In Gaming: It\u27s No Crapshoot!
CRM, or Customer Relationship Management, though slightly more than a decade old, has become the management craze of the 21st century. Yet, managerial understanding of what CRM is, what it does, how to implement it, and the grounds for success or failure in CRM implementation, seem far from crystallized. This paper looks at why so many CRM endeavors fail, and proceeds to discuss issues critical to CRM\u27s success. CRM projects in casinos will have a higher chance of success if CRM is viewed as a business philosophy and becomes a part of the corporate culture. Appropriate customer strategy, organizational transformation, and due attention to issues such as business processes, organizational collaboration, training, and data integration will enhance the success rates of CRM ventures
Governance of the London 2012 Olympic Games legacy
© The Author(s) 2011. This is the author's accepted manuscript. The final published article is available from the link below.This study addresses the governance of the London 2012 Olympics legacy. It presents legacy not as a retrospective but a prospective concept concerned with shaping the future through interactions between the state, market and society. This entails designing systems of governance to guide and steer collective actions towards a consensus amongst various parties concerned. Four modes of governance and a range of policy instruments were examined in the delivery of sustainable London Olympics sport legacy including coercive, voluntarism, targeting and framework regulation. The British government actively created a new policy space and promoted institutional conduct consistent with its legacy visions. The current global legacy framework is lacking the governance dimension and its logic needs to be reconsidered. A meaningful sport legacy requires not top-down approaches but locally informed strategies supported by a developmental design of the Olympic Games informed by sustainable principles
Computational Mechanism Design: A Call to Arms
Game theory has developed powerful tools for analyzing decision making in systems with multiple autonomous actors. These tools, when tailored to computational settings, provide a foundation for building multiagent software systems. This tailoring gives rise to the field of computational mechanism design, which applies economic principles to computer systems design
Design an engaging interactive experience for people with dementia
The population of the world is increasing resulting in a higher number of people
dealing with dementia–whether being diagnosed with it or taking care of someone
that is diagnosed with it. This master thesis aims to investigate which types of
multi-media technology-based experiences can improve the quality of life for people
with dementia.
To reach the goal of the thesis–investigation will be done through different iterations
of a design method; divergence, transformation and convergence. These iterations
will include observations, interviews and using personas as a tool to design.
The results from the methods were used to create a high fidelity prototype which
was evaluated by an expert in the field of dementia
Do business games foster skills? A cross-cultural study from learners’ views
Purpose: This study seeks to analyse students’ perception of the effectiveness of business games as an e-learning method in management training. This analysis of games’ effectiveness is centred in the generic and managerial skills acquired, through the comparison of students’ opinions in different cultural contexts within Europe. Design/methodology: The analysis focuses on 120 management students at postgraduate level who use the same business game at different universities in five European countries: Spain, Ireland, Portugal, Italy and Germany. Findings: The results indicate that students positively assessed the generic and specific managerial skills fostered by the business game. The generic skills most valued were information and decision-making, and leadership. Regarding the specific skills, the most valued were management skills and the least valued, skills related to planning and the acquisition of theoretical knowledge. However, significant differences were found between students in different cultural contexts and education systems in the case of certain specific managerial skills. Practical implications: This finding suggests that the students’ perception of how a business game helps them acquire specific managerial skills is influenced by cultural aspects and previous exposure to experiential learning, which determine that the teachers’ role and the teaching process should be adapted to the students’ learning model. Originality/value: With this study, a better knowledge about the students’ perception of this e-learning method is obtained, not just considering a specific educational environment, but comparing opinions of students from different cultural contexts, which adds value to the analyses developed.Peer Reviewe
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