822,202 research outputs found

    The Business Process Management Game

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    The Business Process Management Game is a serious game that teaches various aspects of business process management. Students can play the game in groups. Acting as the 'management team' of a business unit, they have to design a business process for that unit that is optimal in terms of cost, customer satisfaction, and waiting and service times. Groups compete with each other to create the process that performs best. In doing so, they can practice their business process modeling, analysis, re-design, and mining skills. The game got much positive feedback from students in offcial student evaluations of a course in which it is used.</p

    The Business Process Management Game

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    The Business Process Management Game is a serious game that teaches various aspects of business process management. Students can play the game in groups. Acting as the 'management team' of a business unit, they have to design a business process for that unit that is optimal in terms of cost, customer satisfaction, and waiting and service times. Groups compete with each other to create the process that performs best. In doing so, they can practice their business process modeling, analysis, re-design, and mining skills. The game got much positive feedback from students in offcial student evaluations of a course in which it is used.</p

    A Versatile Stochastic Duel Game

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    This paper deals with a standard stochastic game model with a continuum of states under the duel-type setup. It newly proposes a hybrid model of game theory and the fluctuation process, which could be applied for various practical decision making situations. The unique theoretical stochastic game model is targeted to analyze a two-person duel-type game in the time domain. The parameters for strategic decisions including the moments of crossings, prior crossings, and the optimal number of iterations to get the highest winning chance are obtained by the compact closed joint functional. This paper also demonstrates the usage of a new time based stochastic game model by analyzing a conventional duel game model in the distance domain and briefly explains how to build strategies for an atypical business case to show how this theoretical model works.Comment: This paper is the condensed version of the original paper titled "A Versatile Stochastic Duel Game" which has been published in the Mathematic

    Enhancing Student Learning of Enterprise Integration and Business Process Orientation through an ERP Business Simulation Game

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    The sophistication of the integrated world of work and increased recognition of business processes as critical corporate assets require graduates to develop ‘process orientation’ and an ‘integrated view’ of business. Responding to these dynamic changes in business organizations, business schools are also continuing to modify their curriculum and introducing innovative teaching and learning strategies. An ERP business simulation game is one such initiative that helps in understanding business processes and enterprise integration and develops process orientation among business graduates. This paper reports on a study investigating the influence of ERP simulation game on learning effectiveness, skills development and decision making. Its impact as a teaching and learning tool on the students’ ability to develop an integrated view of business is assessed and their generic attitudes towards the learning of SAP analysed. The results reveal the significant impact this game had on students’ abilities and points out the challenges in the process and pedagogy. The study found that the game contributed to deep learning in addition to resulting in significant improvement in their process orientation and integrative skills. The study, based on feedback from participants and the experience of academics, recommends further improvements to the deployment and curriculum design of the game

    The Fish Tank Model for Mobile Game Publishing Business Performance Evaluation

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    Business intelligence has been applied in the area of game development research for many years. However, few systematic research efforts are focusing on the game publishing side, especially for the mobile game publishing business. We aim to identify and remedy the shortcomings of the existing ARM funnel model for free-to-play mobile game analytics by introducing a new model, the Fish Tank Model, which combines the analysis of players’ behavior with in-game system data to drive the whole process of mobile game publishing. Based on the new model, we also bring and create relevant metrics for effectively measuring the business performance of mobile game publishing. Our main contributions are a survey of business intelligence used in game research and an analysis to reveal the insufficiency of an existing model for game publishing. Finally, we discuss business requirements for mobile game publishing and propose a brand-new model which better suits the free-to-play mobile game publishing business performance evaluation

    Enhancing Student Learning of Enterprise Integration through ERP Simulation Game

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    Difficulty of teaching concepts of business processes and business process orientation using traditional teaching and learning methods is well recognized in the literature. This paper reports on the effectiveness of an initiative that employs ‘ERPSim’, an ERP Business simulation game that uses a simulated and complex business environment supported by industry standard software, SAP. Using this simulation game, this initiative aims to teach process concepts and enterprise integration to students who have no practical experience and limited understanding of business operations and information systems in an Australian Business school. Analysis of the data indicates the success of this initiative, despite some operational problems for the academics and cognitive challenges to some students. The study particularly reports improvement in the understanding of the concepts of integration and business processes, the primary objective of introducing this game. Based on the feedback from participants and the experience of academics in administering the ERP Sim game, this study offers some suggestions for further improvement

    Do business games foster skills? A cross-cultural study from learners’ views

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    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

    Management games in learning process of business skills : case: global management challenge Finland

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    The subject of this thesis is management games in learning process of business skills, Case: Global Management Challenge Finland. The thesis seeks to find out how different management games are used worldwide in learning business skills, it introduces the biggest strategic and management game: Global Management Challenge, studies the case of this game in Finland, discusses how management games could help students learn different business skills and proposes future training programs for this game. The theoretical part consists of the following the theories: business skills and the learning process, traditional ways of learning compared to learning from business games. After that, some popular business games worldwide are introduced, and then the author made the comparisons based on different characteristic of those business games. The research method applied in the whole research is qualitative method. The case study part is to analyze the result of the questionnaire based on the 61 GMC game participants in Finland in 2009 and 2010. The participants consisted of Finnish, Chinese and Vietnamese students. The survey is closely related to the training programmes from schools, business skills learning from students, students‘ problems during the competition, their expectations from the training programmes and their acquisitions from the GMC competition. The author made a careful study and evaluation of the survey, afterward, he proposed some suggestions for future training programmes for the GMC Finland

    Strategic analysis of petty corruption with an intermediary

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    This notes reports part of a larger study of "petty corruption" by government bureaucrats in the process of approving new business projects. Each bureaucrat may demand a bribe as a condition for approval. Entrepreneurs use the services of an intermediary who, for a fee, undertakes to obtain all the required approvals. In a dynamic game model we investigate (1) the multiplicity of equilibria, (2) the equilibria that are "socially efficient", and (3) the equilibria that maximize the total expected bureaucrat's bribe income. We compare these results with those for the case in which entrepreneurs apply directly to the bureaucrats.petty corruption ; intermediaries ; game theory

    Educational Technologies in Teaching the Subject "Life Safety"

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    The article deals with the didactic possibilities of a business game as a means of educational technology. The possibility of using a business game as a form of conducting seminars and practical classes in the study of the discipline "life safety" in higher educational institutions is substantiated. The use of pedagogical technologies allows the teacher to gain new opportunities to influence the traditional learning process and increase its effectiveness. We have applied and analyzed by anonymous questionnaire on the environment of medical students the effectiveness of application in practical classes of business game
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