A Survey of Simulation Game Users, Former-Users, and Never-Users
Anthony J. Faria and
William J. Wellington
Additional contact information
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
References: Add references at CitEc
Citations:
Downloads: (external link)
https://journals.sagepub.com/doi/10.1177/1046878104263543 (text/html)
Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.
Export reference: BibTeX
RIS (EndNote, ProCite, RefMan)
HTML/Text
Persistent link: https://EconPapers.repec.org/RePEc:sae:simgam:v:35:y:2004:i:2:p:178-207
DOI: 10.1177/1046878104263543
Access Statistics for this article
More articles in Simulation & Gaming
Bibliographic data for series maintained by SAGE Publications ().