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Open Access
Article
Publication date: 5 June 2017

Elise Labonte-LeMoyne, Pierre-Majorique Leger, Jacques Robert, Gilbert Babin, Patrick Charland and Jean-François Michon

A major trend in enterprise resource planning software (ERP) is to embed business analytics tools within user-centered roles in enterprise software. This integration allows…

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Abstract

Purpose

A major trend in enterprise resource planning software (ERP) is to embed business analytics tools within user-centered roles in enterprise software. This integration allows business users to get better and faster insight to action. As a consequence, it is imperative for business students to learn how to use these new tools to adequately prepare them for new expectations in the industry. The paper aims to discuss these issues.

Design/methodology/approach

In this paper, the authors propose a new serious game, called ERPsim for big data, to enable the learner to acquire abilities at each level of the business analytics learning taxonomy. To maximize the pedagogical impact of the game, participatory design (PD) with professors as co-designers was used during game development.

Findings

This case study presents the PD approach and analyses the efficacy of the proposed new simulation.

Originality/value

The authors conclude by providing recommendations and lessons learned from this approach.

Details

Business Process Management Journal, vol. 23 no. 3
Type: Research Article
ISSN: 1463-7154

Keywords

Article
Publication date: 5 October 2021

Naser Valaei, Gregory Bressolles, Hina Khan and Yee Min Low

Even though there is a noticeable market value in the mobile gaming apps industry, there has been limited research examining experiential value of gamers with respect to in-game

Abstract

Purpose

Even though there is a noticeable market value in the mobile gaming apps industry, there has been limited research examining experiential value of gamers with respect to in-game ads in gaming apps. This study fills the void in the literature by examining factors associated with “experiential value of gamers through ads in gaming apps” as well as investigating its antecedents (cognitive and affective involvement) and consequences (positive word of mouth and intention to continue playing the mobile game).

Design/methodology/approach

A total of 600 valid responses from gamers was used to test the model fit, measurement and structural models, conditional probabilistic queries, and nonlinearity.

Findings

This study found that experiential value of gamers through ads in gaming apps is a second-order factor of four constructs: escapism, enjoyment, social affiliation and entertainment. Most of the structural paths between cognitive/affective involvement and dimensions of experiential value are supported. Surprisingly, only social affiliation and entertainment values predict positive word of mouth and intention to continue playing the mobile game, in a nonlinear way.

Originality/value

This study is the first to introduce “experiential value of gamers through ads in gaming apps”. The findings have important implications for companies to develop brand and communication strategies by leveraging specific advertisement formats and present their ads to the right audience in the right gaming apps and at the right time.

Details

Industrial Management & Data Systems, vol. 122 no. 1
Type: Research Article
ISSN: 0263-5577

Keywords

Article
Publication date: 9 March 2021

Thiago Machado Leitão, Leonardo Luiz Lima Navarro, Renato Flórido Cameira and Edison Renato Silva

This study conducts a systematic literature review (SLR) on serious games in the BPM domain, in order to answer: RQ1 – what are BPM games' learning objectives and design…

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Abstract

Purpose

This study conducts a systematic literature review (SLR) on serious games in the BPM domain, in order to answer: RQ1 – what are BPM games' learning objectives and design characteristics? RQ2 – How rigorously each BPM game was evaluated in terms of their effectiveness and entertainment?.

Design/methodology/approach

We followed the PRISMA statement method and systematic literature review standards. Selected studies were analyzed using qualitative evidence synthesis.

Findings

We found 37 references that describe 15 serious games within the BPM domain. Games are diverse, ranging from analog games that need a few hours to complete to complex digital games that require many sessions. Game evaluation should be generally improved as 27 publications can be considered as quasi-experimental or nonexperimental and potentially biased.

Research limitations/implications

Future research should focus on developing new games about process implementation and using other notations besides BPMN. More studies testing the reliability and validity of existing games in different settings and using more rigorous experimental designs are also necessary. Practitioners can identify thoroughly evaluated games relevant to their learning objectives.

Originality/value

This is the first SLR about BPM games. It consolidates the literature, analyzes, describes and categorizes 15 games with respect to their internal characteristics and evaluation reliability.

Details

Business Process Management Journal, vol. 27 no. 3
Type: Research Article
ISSN: 1463-7154

Keywords

Article
Publication date: 1 August 1976

Mrs P.A. Sykes

The selection and development of promising executives for the top echelons of business has always presented a dilemma. How can such a candidate have the necessary judgement…

Abstract

The selection and development of promising executives for the top echelons of business has always presented a dilemma. How can such a candidate have the necessary judgement, decision‐making skills, and broad outlook if he has not previously held a top‐level job? The costs of an unsuccessful trial run could be so appallingly high as to render such a move out of the question. Business games at least offer a potential solution in that, if they could be developed to an acceptable level of relevance and accuracy, they would provide an opportunity for a would‐be business leader to gain experience in decision‐making (and prove it to his superiors) through the simulation of the operations of the business within its industry context.

Details

Education + Training, vol. 18 no. 8
Type: Research Article
ISSN: 0040-0912

Article
Publication date: 9 November 2012

Niall Piercy, Alistair Brandon‐Jones, Emma Brandon‐Jones and Colin Campbell

This paper aims to examine the preferences of students towards different teaching methods and the perceived effectiveness of experiential teaching methods in different operations…

1950

Abstract

Purpose

This paper aims to examine the preferences of students towards different teaching methods and the perceived effectiveness of experiential teaching methods in different operations management (OM) modules.

Design/methodology/approach

Student perceptions of different teaching methods and various aspects of an experiential teaching method, in the form of a business simulation game, are examined using survey data from 274 respondents in four small post‐experience and two large pre‐experience OM modules.

Findings

The paper's analysis suggests that traditional and experiential teaching methods are both popular with OM students, whilst independent teaching methods are less well liked. Analysis also shows that students on both kinds of OM modules perceive most aspects of the experiential teaching method used in this study (The Operations Game) very positively.

Research limitations/implications

This research study was confined to a particular type of experiential teaching method – a business simulation game. There is a need for further research to investigate the perceived effectiveness of other experiential teaching methods, such as role‐plays and live cases. Furthermore, the paper does not examine the use of experiential teaching methods that do not require the physical presence of students.

Practical implications

For OM educators, the paper clarifies how they might incorporate experiential teaching methods in different class settings. Whilst experiential teaching methods are typically used for small post‐experience modules, these data indicate that the method can also be used on larger pre‐experience modules with great success. The paper also notes a number of challenges involved in using experiential teaching methods on both kinds of module.

Originality/value

This is the first known study to directly examine the perceived effectiveness of an experiential teaching method in both small post‐experience and larger pre‐experience OM modules.

Details

International Journal of Operations & Production Management, vol. 32 no. 12
Type: Research Article
ISSN: 0144-3577

Keywords

Book part
Publication date: 14 December 2023

Fazlyn Petersen

Business simulation games (BSGs) are gaining popularity in higher education as tools for entrepreneurial education. However, there are challenges in using BSGs for large classes…

Abstract

Background

Business simulation games (BSGs) are gaining popularity in higher education as tools for entrepreneurial education. However, there are challenges in using BSGs for large classes of students in historically disadvantaged institutions (HDIs). The challenges include limited resources and digital literacy skills.

Purpose

The living standards measure (LSM) indicates socioeconomic status by measuring the degree of urbanisation, access to services and possession of assets, such as mobile phones. This research investigated the impact of students' living standards on their intention to use BSGs, as there is limited research.

Methodology

This study used positivism and added LSM to the Unified Theory of Acceptance and Use of Technology (UTAUT) model. Quantitative data from 224 third-year information system students at an HDI were collected through an online survey. Structured Equation Modelling was used to analyse the data.

Findings

Results indicated that performance expectancy and social influence significantly influenced the intention to use BSGs. However, the relationship between effort expectancy and behavioural intention facilitating conditions was not significant. The introduction of LSM as a moderator for the relationships between all variables and behavioural intention also proved to be insignificant.

Implications and Conclusion

The result was unexpected, as we posited that a lower LSM would affect students' intention to use BSGs. This was not proven in this study and could be related to students accessing campus resources. However, during times when access to campus is restricted, such as protest action, the result may change for students with lower LSM.

Article
Publication date: 1 January 2003

Richard A. McGowan and John F. Mahon

Game Theory has become an integral part of the business school curriculum, but the popular business press ignores it. Here's a crash course.

Abstract

Game Theory has become an integral part of the business school curriculum, but the popular business press ignores it. Here's a crash course.

Details

Handbook of Business Strategy, vol. 4 no. 1
Type: Research Article
ISSN: 1077-5730

Article
Publication date: 1 February 1987

Roger A. Kerin and Michael G. Harvey

The term “strategic thinking” is a relatively recent addition to the lexicon of marketing concepts. Its popularity arises from increasing discontent with highly formalized…

Abstract

The term “strategic thinking” is a relatively recent addition to the lexicon of marketing concepts. Its popularity arises from increasing discontent with highly formalized marketing planning approaches that replace creativity with paperwork and Jock executives into a dangerously predictable repertoire of strategic options. Despite the frequent call for strategic thinking to augment the marketing planning process, there is woefully little written on the subject. It would seem that the admonition to THINK emphasized by the late Thomas Watson at IBM is not enough. Rather, strategic thinking requires a perspective on what to think about. The properties of games, which we will describe, provide a valuable insight into what an executive should consider when asked to think strategically regarding a marketing problem or opportunity. These properties form the basis for the game theory approaches in decision analysis where mathematics is the dominant feature. Unfortunately, the impenetrable language of mathematics has obscured the fundamental properties of games so that marketing executives cannot readily use them in a corporate setting. We will look here at these fundamental game properties and see what insights they offer for strategic marketing thinking and formulating competitive strategy.

Details

Journal of Business & Industrial Marketing, vol. 2 no. 2
Type: Research Article
ISSN: 0885-8624

Article
Publication date: 28 June 2013

Federico Barnabè, Cristiano Busco, Pål I. Davidsen, Maurizio Lambri and Gianfranco Zatta

The purpose of this paper is to present the main characteristics of the role‐playing game “Strategic Micro‐Firm” which aims to reproduce the fundamental features of a complex…

Abstract

Purpose

The purpose of this paper is to present the main characteristics of the role‐playing game “Strategic Micro‐Firm” which aims to reproduce the fundamental features of a complex supply chain.

Design/methodology/approach

A specific role‐playing game is presented, in which a Balanced Scorecard is used as the reporting device and is the main tool for analysing players' performance. The research design and the typical outcomes of several gaming sessions are discussed.

Findings

The paper illustrates the strengths of using this specific role‐playing game as a means for training managers to face complex and dynamic issues, such as the supply chain.

Research limitations/implications

Depending on the features of the specific game and the interaction taking place, different kinds and various degrees of learning and performance improvements can occur. Therefore, it is not possible to provide a generalization.

Practical implications

The paper shows that gaming can play a relevant role in management training, providing free and safe environments in which players can face decision‐making issues and problem‐solving challenges.

Originality/value

The paper demonstrates how a specific role‐playing game maybe used in management education/training to incentivize improvements in problem‐solving skills as well as in communication and coordination. Role playing could be used for support in designing supply chain management policies, providing a safe, simulated environment where managerial strategies may be explored and discussed before their implementation. The paper's originality relates to the adoption of the Balanced Scorecard as the main reporting and performance assessment tool for the gaming experience.

Article
Publication date: 29 May 2009

Nir Kshetri

This paper seeks to examine the growth of the Chinese online gaming industry and disentangle the mechanisms behind the emergence of unique online gaming culture in China.

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Abstract

Purpose

This paper seeks to examine the growth of the Chinese online gaming industry and disentangle the mechanisms behind the emergence of unique online gaming culture in China.

Design/methodology/approach

This is a review paper that provides a detailed and state‐of‐the‐art overview of the development of the Chinese online gaming Industry.

Findings

The findings indicate that online gaming is a remarkable example of an industry that is rapidly growing due to innovative business models of Chinese companies. Chinese companies are also working with the government to improve formal institutions to promote the growth of online gaming. Furthermore, we also found that Chinese online gaming industry resembles other technology industries in the country such as those related to handset and PC. Although Chinese companies were traditionally weak in creating new technologies, they have demonstrated success in some modern technologies in recent years. In the early stage of the growth, foreign players dominated the Chinese gaming industry. In recent years, this industry is characterized by the dominance of domestic players in the ecosystem catering to the full value chain of the industry.

Research limitations/implications

A lack of primary data and empirical documentation and a lack of in‐depth treatment of some of the key issues are major limitations here.

Practical implications

The paper examines the implications of China's rapidly growing online gaming industry for high‐technology businesses all over the world. The findings of this paper would help understand the opportunities for foreign multinational companies to enter the Chinese technology market or to intensify their operations in the country as well as the risks associated with China's unique institutions.

Originality/value

This paper's greatest value stems from the fact that it analyzes demand conditions, industry structure and transfer and export conditions from the standpoint of the Chinese online gaming industry and market.

Details

Journal of Technology Management in China, vol. 4 no. 2
Type: Research Article
ISSN: 1746-8779

Keywords

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