6 research outputs found

    Who is driving the bus? An analysis of author and institution contributions to entrepreneurship research

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    Given the considerable increase in entrepreneurship scholarship in the form of journal outlets, article publications, and university positions, it is important to identify the authors leading the charge to push the academic field forward. In this article, we provide an in-depth impact analysis of authors and their universities in terms of publishing high quality entrepreneurship research in leading entrepreneurship journals. Our analysis covers contributions made from 2011 to 2015 in the top six entrepreneurship-focused outlets. Study findings and implications are discussed

    A Ready to Play Game on Cooperative Resource Management: Let’s Regenerate!

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    Regenerate! is a cooperative resource management board game that simulates two decades of community-building at Fly Ranch, a 3,800 acre, off-grid property in the intermountain west (Nevada, USA). Starting with an undeveloped landscape, the team (1 to 6 players) must organize and prioritize projects, strategically budgeting resources (water, food, energy, capital) as they grow their community in the high-desert. Each player assumes the role of a unique partner and with that, must manage their special abilities and actions as they cooperate with their teammates. As the team manages resources and attempts to maximize their Community Score (the victory points of the game), they must also minimize degradation across the landscape, as the team is penalized for degenerative habitat conditions and rewarded for regenerative conditions at the end of the game. Further, the team must also manage random events which are revealed at the beginning of each round. To simulate the escalating impact of climate change on community development and landscape conservation, more event cards are revealed as the game progresses and the positive or negative impact of events are intensified

    Stereotype Threat Theory in Organizational Research: Constructive Analysis and Future Research Agenda

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    Stereotype threat theory (STT), which seeks to understand intergroup differences in socioeconomic outcomes, has attracted considerable attention since its inception. With the goal of advancing conversation about the usefulness of STT in organizational settings, and to extend discussions on theory assessment, we evaluate STT as a “good” theory for organizational research using a three-pronged (i.e., 3E) theory assessment framework: experience, explain, and establish. Our critical analysis reveals areas where STT has made progress and where gaps remain to be addressed. The systematic approach we pursue allows for a rigorous articulation of the 3E framework for future theory assessment work as well as helps to suggest ways for improving upon and extending STT research in new directions

    Role-Playing as Experiential Learning: Using Dungeons and Dragons to Teach Management Concepts

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    In this manuscript, we discuss role-playing as a gamification activity. We introduce the creation of content-specific fictional characters, allowing management and leadership students to meaningfully engage with course material, while also stimulating students’ creative and outside-the-box thinking. Further, the character-building classroom activity develops students’ skills in decision making, the weighing and assessing of choices, and further, communicating those challenges all while engaging with the course content in a novel and interesting way. Though this activity can be applied to a range of courses, we highlight an example character-building activity in which students create their ‘Ideal Leader’ in undergraduate and graduate classrooms

    When Play And Work Collide: An Interactive Panel Symposium Exploring The Use Of Gaming To In Management Education

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    This panel symposium brings together management researchers with experience of the gaming industry, and industry professionals to explore the use of gaming in management education. We focus on how educators can use board games and role-playing games to increase student engagement and highlight the use of specific games in several different management courses including Leadership, Organizational Behavior, Human Resource Management, Entrepreneurship and Strategic Management as experiential learning activities. Guided by the facilitators, and through active participation, attendees will use commercially available games such as Dungeons and Dragons, and Forbidden Island to illustrate management course material. We give participants a hands-on experience of some of the games we have successfully used to creatively illustrate management material
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