Business game (also called business simulation game) refers to simulation games that are used at an educational tool for teaching business. Business games may be carried out for various business training such as: general management, finance, organizational behaviour, human resources, etc. Often the term Business simulation is used with the same meaning.
Simulation are considered to be an innovative learning method (Aldrich 2004), and are often computer-based.
Computer Supported Business Simulation originated from military war games and came into existence during the late 1950s (Wells 1990). Business simulation games have since been used as a learning tool for teaching management (Jackson 1959) (Andlinger 1958). It is regularly in use at Universities, and in particularly by major business schools. As an example, the University of Washington has been using business simulation game in classes since 1957 (Saunders 1996, p. 49).
A certain number of academic researches are done around business games, in term of learning method, or how to design them.
- Simulations and games in economics education
- Business simulation game
- Beer distribution game
- Serious game
- Military simulation
- Roleplay simulation
- Business simulation
- Training simulation
- Leadership Series
- Association of Business Simulations and Experiential Learning (ABSEL) list of games
- MGFC BusinessGame Marketing Business Game developed by Mgfc
- American Economic Association (AEA) list of Tutorials, Exercises and Games
- Business simulation & gaming an academic journal on the subject
- An italian scholar's business game
- Andlinger, G.R. (1958), "Business Games-Play One!", Harvard Business Review 28: 115–25
- Jackson, J.R. (1959), "Learning from Experience in Business Games", California Management Review 1 (2): 92–107
- Saunders, Danny (1996), Games and Simulations to Enhance Quality Learning, Routledge Falmer, ISBN 0-7494-1866-4
- Wells, Robert A. (1990), "Management Games and Simulations in Management Development: An Introduction", Journal of Management Development 9 (2): 4–6, doi:10.1108/02621719010002108
- Aldrich, Clark (2004), Simulations and the future of learning: An innovative (and perhaps revolutionary) approach to e-learning, San Francisco: Pfeiffer, ISBN 978-0-7879-6962-2
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