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The Role of Management Games in Education and Research

Author

Listed:
  • Kalman J. Cohen

    (Carnegie Institute of Technology, Pittsburgh 13, Pennsylvania, and The Business Research Institute of the Stockholm School of Economics, Sweden)

  • Eric Rhenman

    (Carnegie Institute of Technology, Pittsburgh 13, Pennsylvania, and The Business Research Institute of the Stockholm School of Economics, Sweden)

Abstract

This paper is intended to be a broad survey of both the present and the potential role of management games in education and research. Against a background of the history of business games, we first try to characterize the present development of these games. A few management games are described in some detail, and a number of others are mentioned only briefly. The differences between general and functional business games are discussed. Present uses of management games as a teaching device are surveyed and evaluated. Some hypotheses regarding the relations between the design and administrative characteristics of a business game and its educational properties are also formulated. What might be a major improvement over existing management games, here named the "game case," is then suggested. In the concluding portion of this paper, the potential use of management games as a laboratory for business and social science research is surveyed. Some methodological problems which would arise from research uses of business games are also discussed.

Suggested Citation

  • Kalman J. Cohen & Eric Rhenman, 1961. "The Role of Management Games in Education and Research," Management Science, INFORMS, vol. 7(2), pages 131-166, January.
  • Handle: RePEc:inm:ormnsc:v:7:y:1961:i:2:p:131-166
    DOI: 10.1287/mnsc.7.2.131
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    Citations

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    Cited by:

    1. Mie Augier & Michael Prietula, 2007. "Perspective---Historical Roots of the A Behavioral Theory of the Firm Model at GSIA," Organization Science, INFORMS, vol. 18(3), pages 507-522, June.
    2. Miles M. Yang & Hong Jiang & Michael Shayne Gary, 2016. "Challenging learning goals improve performance in dynamically complex microworld simulations," System Dynamics Review, System Dynamics Society, vol. 32(3-4), pages 204-232, July.
    3. Craig Caulfield & Jianhong Xia & David Veal & Stanislaw Maj, 2011. "A Systematic Survey of Games Used for Software Engineering Education," Modern Applied Science, Canadian Center of Science and Education, vol. 5(6), pages 1-28, December.
    4. C. Verzat & J. Byrne & A. Fayolle, 2009. "Tangling With Spaghetti: Pedagogical Lessons From Games," Post-Print hal-00787915, HAL.
    5. Kirsten Wüst & Bernd Kuppinger, 2012. "Is everything just a game? From the discrete to the continuous time modeling of corporate strategy games," Metrika: International Journal for Theoretical and Applied Statistics, Springer, vol. 23(3), pages 211-228, December.
    6. Jaime Antonio Plata Bogoya & María Eugenia Morales Rubiano & Mayra Alejandra Arias Cante, 2009. "Impacto de los juegos gerenciales en los programas de administración de empresas como herramienta pedagógica," Revista Facultad de Ciencias Económicas, Universidad Militar Nueva Granada, June.
    7. Jayshree Suresh, 2019. "Board Room Simulation Game Helps Strategic Management Course," South Asian Journal of Business and Management Cases, , vol. 8(3), pages 232-240, December.
    8. Michalisin, Michael D. & Karau, Steven J. & Tangpong, Charnchai, 2004. "The effects of performance and team cohesion on attribution: a longitudinal simulation," Journal of Business Research, Elsevier, vol. 57(10), pages 1108-1115, October.
    9. Schneeberger, Kenneth C., 1969. "Gaming As A Farm Management Teaching Device: A Development And Analysis," Southern Journal of Agricultural Economics, Southern Agricultural Economics Association, vol. 1, pages 1-6, December.

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