598,910 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

    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

    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

    Locating Sociological Concepts in Business Games

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    This article describes one strategy for demonstrating the value of sociological concepts to business students by adopting a transversal approach to a business game at a French-American business school. This strategy proved effective in allowing a social science professor to demonstrate the practical implications of two concepts – gender and race – to undergraduate students while simultaneously allowing an international management professor to demonstrate how cross-cultural teams should be managed in order to work effectively. This article firstly explains the Ecotonas business game; secondly, it explains the crucial debriefing process for the business game and demonstrates how sociological concepts can be highlighted in an international management simulation; thirdly, it argues that business games are an effective pedagogical tool for teaching social science concepts; fourthly and finally, in concluding the article it is suggested that using games in core courses in a business school to demonstrate social science concepts is an effective way of demonstrating the utility of those concepts in future business careers

    Locating Sociological Concepts in Business Games

    Get PDF
    This article describes one strategy for demonstrating the value of sociological concepts to business students by adopting a transversal approach to a business game at a French-American business school. This strategy proved effective in allowing a social science professor to demonstrate the practical implications of two concepts – gender and race – to undergraduate students while simultaneously allowing an international management professor to demonstrate how cross-cultural teams should be managed in order to work effectively. This article firstly explains the Ecotonas business game; secondly, it explains the crucial debriefing process for the business game and demonstrates how sociological concepts can be highlighted in an international management simulation; thirdly, it argues that business games are an effective pedagogical tool for teaching social science concepts; fourthly and finally, in concluding the article it is suggested that using games in core courses in a business school to demonstrate social science concepts is an effective way of demonstrating the utility of those concepts in future business careers

    A Digital Game Maturity Model

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    Game development is an interdisciplinary concept that embraces artistic, software engineering, management, and business disciplines. Game development is considered as one of the most complex tasks in software engineering. Hence, for successful development of good-quality games, the game developers must consider and explore all related dimensions as well as discussing them with the stakeholders involved. This research facilitates a better understanding of important dimensions of digital game development methodology. The increased popularity of digital games, the challenges faced by game development organizations in developing quality games, and severe competition in the digital game industry demand a game development process maturity assessment. Consequently, this study presents a Digital Game Maturity Model to evaluate the current development methodology in an organization. The objective is first to identify key factors in the game development process, then to classify these factors into target groups, and eventually to use this grouping as a theoretical basis for proposing a maturity model for digital game development. In doing so, the research focuses on three major stakeholders in game development: developers, consumers, and business management. The framework of the proposed model consists of assessment questionnaires made up of key identified factors from three empirical studies, a performance scale, and a rating method. The main goal of the questionnaires is to collect information about current processes and practices. This research contributes towards formulating a comprehensive and unified strategy for game development process maturity assessment. The proposed model was evaluated with two case studies from the digital game industry

    The role of product portfolio management in market expansion:a case of the mobile gaming industry

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    Abstract. The rapid growth of mobile game consumer spending has led to Free-to-Play mobile game developers’ constant competition for players by offering new games. The product portfolio management (PPM) approach helps tackle questions about the market, product and technologies based on a company’s strategic targets. However, to discover game genre diversity by aligning product portfolio with business strategy and existing capabilities in new product development process is challenging. A single-case study was conducted to examine the important connection between PPM and business strategy as well as existing capabilities to propose a practical approach for seeking game genre portfolio expansion opportunities. The main results include proposing an analysis framework using PPM and mobile app intelligence software to identify game genres in market expansion that are strategic fit, bring the best economic value and are resonated with company’s existing capabilities and competence. PPM focused areas and key performance indicators are proposed. This study is the first attempt to apply PPM approach with targets and KPIs in mobile game development. It contributes to the previous studies by extending the application of PPM approach in the initial stage of product development process in discoveries and innovation stage. Also, the results can be applied to other mobile game companies with similar new product development process

    BUSINESS GAME AS ELEMENT OF THE TECHNIQUE OF TRAINING IN DIDACTIC COMMUNICATIONS

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    В публикации рассматриваются основные элементы педагогического руководства игрой по овладению навыками дидактических коммуникаций в области информационных технологий. Рассматриваются цели, задачи, структура игрового процесса и система измерения результатов деловой игры, а также ее итоги в краткосрочной и долгосрочной перспективеIn the publication basic elements of the pedagogical management of a game on mastering skills of didactic communications in the field of information technologies are considered. The purposes, tasks, structure of game process and the system of measurement of results of a business game and also its results in the short-term and long term are considere
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