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A Survey of Simulation Game Users, Former-Users, and Never-Users

Author

Listed:
  • Anthony J. Faria
  • William J. Wellington

    (University of Windsor)

Abstract

An e-mail survey of 14,497 business faculty members across all disciplines at American Association of Collegiate Schools of Business member schools was undertaken to determine current business simulation game usage and thoughts about business simulation games. Issues such as how games are first adopted, objectives for game use, achievement of course objectives, where game users look for information on business games, courses taught by game users, how and why games in use are changed or dropped, and why some faculty members do not use simulation games were addressed. Across 1,085 respondents to this survey, 30.6% were current business game users, 17.1% were former game users, and 52.3% were never-users of business games.

Suggested Citation

  • Anthony J. Faria & William J. Wellington, 2004. "A Survey of Simulation Game Users, Former-Users, and Never-Users," Simulation & Gaming, , vol. 35(2), pages 178-207, June.
  • Handle: RePEc:sae:simgam:v:35:y:2004:i:2:p:178-207
    DOI: 10.1177/1046878104263543
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    Citations

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    Cited by:

    1. Precha Thavikulwat & Sharma Pillutla, 2010. "A constructivist approach to designing business simulations for strategic management," Simulation & Gaming, , vol. 41(2), pages 208-230, April.
    2. Cindy L. Kovalik & Chia-Ling Kuo, 2012. "Innovation Diffusion," Simulation & Gaming, , vol. 43(6), pages 803-824, December.
    3. Esther E. Klein & Paul J. Herskovitz, 2005. "Philosophical foundations of computer simulation validation," Simulation & Gaming, , vol. 36(3), pages 303-329, September.
    4. Precha Thavikulwat, 2009. "Social Choice in a Computer-Assisted Simulation," Simulation & Gaming, , vol. 40(4), pages 488-512, August.
    5. William J. Wellington & David B. Hutchinson & Anthony J. Faria, 2017. "Measuring the Impact of a Marketing Simulation Game," Simulation & Gaming, , vol. 48(1), pages 56-80, February.
    6. Tibor Kiss & Roland Schmuck, 2021. "A Longitudinal Study of the Skills and Attitudes Conveyed by Two Business Simulation Games in Pécs, Hungary," Simulation & Gaming, , vol. 52(4), pages 435-464, August.

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