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

Anthony J. Faria and William J. Wellington
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William J. Wellington: University of Windsor

Simulation & Gaming, 2004, vol. 35, issue 2, 178-207

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.

Keywords: business games; game adoption; classroom usage; game elimination; teaching objectives (search for similar items in EconPapers)
Date: 2004
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Persistent link: https://EconPapers.repec.org/RePEc:sae:simgam:v:35:y:2004:i:2:p:178-207

DOI: 10.1177/1046878104263543

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