Business Games For Management And Economics: Learning By Playing

Business Games For Management And Economics: Learning By Playing
Author :
Publisher : World Scientific Publishing Company
Total Pages : 410
Release :
ISBN-10 : 9789813108202
ISBN-13 : 9813108207
Rating : 4/5 (02 Downloads)

Synopsis Business Games For Management And Economics: Learning By Playing by : Leon Bazil

Business Games for Management and Economics: Learning by Playing presents board and video business games which combine teamwork with individual decisions based on computer models. Business games support integration of learning experience for different levels of education and between different disciplines: economics, management, technological, environmental and social studies. The work is based on experience in adaptation, design and conducting of field, and board and video games played in college settings within standard schedules. Most of the games are played in Modeling and Simulation, Microeconomics, Logistics and Supply Chain Management courses. Game boards are 2- or 3-dimensional displays of subsystems, their components and phases of technological and business processes, which allow customization of games of the same type for different missions in schools, universities, and corporate training centers. The range of games applied to economics and management classes spreads from 2-person games for kid's “Aquarium” up to the REACTOR games for several teams of executives.

Games Businesses Play

Games Businesses Play
Author :
Publisher : MIT Press
Total Pages : 286
Release :
ISBN-10 : 0262071827
ISBN-13 : 9780262071826
Rating : 4/5 (27 Downloads)

Synopsis Games Businesses Play by : Pankaj Ghemawat

Because they are analytical rather than descriptive, the case studies are not typical teaching cases. The cases are paired with customized game-theoretic models that cover a wide range of commitment decisions, from short-run commitments such as price to longer-run commitments such as capacity expansion and reduction, product and process innovation, and battles for market share. A variety of quantitative and qualitative techniques are used to test the models' predictions on case data.

The Theory of Learning in Games

The Theory of Learning in Games
Author :
Publisher : MIT Press
Total Pages : 304
Release :
ISBN-10 : 0262061945
ISBN-13 : 9780262061940
Rating : 4/5 (45 Downloads)

Synopsis The Theory of Learning in Games by : Drew Fudenberg

This work explains that equilibrium is the long-run outcome of a process in which non-fully rational players search for optimality over time. The models they e×plore provide a foundation for equilibrium theory and suggest ways for economists to evaluate and modify traditional equilibrium concepts.

Game Theory

Game Theory
Author :
Publisher : Cambridge University Press
Total Pages : 461
Release :
ISBN-10 : 9780521176040
ISBN-13 : 0521176042
Rating : 4/5 (40 Downloads)

Synopsis Game Theory by : Aviad Heifetz

A guide to the fundamentals of game theory for undergraduates and MBA students.

The Economics of Online Gaming

The Economics of Online Gaming
Author :
Publisher : Business Expert Press
Total Pages : 154
Release :
ISBN-10 : 9781948580922
ISBN-13 : 1948580926
Rating : 4/5 (22 Downloads)

Synopsis The Economics of Online Gaming by : Andrew Wagner

The Economics of Online Gaming covers basic economic concepts, unique economic issues, and general economic themes. This book is made from the connections that the author saw when he compared his experience inside a video game with what he learned through a formal study of economic theory. Set in the Massively Multiplayer Online Role-Playing Game (MMORPG) of Eternal Lands, it follows the true story of Mr. Mind, a gamer who builds a business inside the game world that he calls RICH. This business grows from a small start-up to an unregulated natural monopoly that abuses its market power by intentionally losing money to drive competitors out of business. RICH becomes so influential that it breaks the market process with a unique case of regulatory capture. Through this story, the book demonstrates how economic thinking is absorbed by experimenting inside an online video game. The Economics of Online Gaming covers basic economic concepts, unique economic issues, and general economic themes. Each of these topics begins with the context of a story and continues with an explanation of the economic theory behind it, finishing with a relevant real-world connection. It supports economic theory in an emotional way that cannot be shared through math or charts or graphs. Appendix B provides a comprehensive outline of ideas for teaching and discussion in each chapter.

Neo-Simulation and Gaming Toward Active Learning

Neo-Simulation and Gaming Toward Active Learning
Author :
Publisher : Springer Nature
Total Pages : 557
Release :
ISBN-10 : 9789811380396
ISBN-13 : 9811380392
Rating : 4/5 (96 Downloads)

Synopsis Neo-Simulation and Gaming Toward Active Learning by : Ryoju Hamada

This book provides tips to teachers for moving toward active learning by using simulation and gaming. The book is a rare reference for teachers who wish to initiate active learning by applying many real experiences from world experts in simulation and gaming. This cumulative wisdom comes from cutting-edge trials reported at the 49th International Simulation and Gaming Association’s annual conference in Thailand 9–13 July 2018. The importance of changing teachers’ one-way lecture approach to that of active learning has been commonly understood for several decades and has been promoted especially in recent years in Asian universities. Simulation and gaming meets the requirements of such teaching programs, especially for active learning, but there are few books or references on how to gamify a lecture. This book serves as a guide to facilitate that change. The author recognizes the duty to provide readers with fixed directions toward simulation and gaming in the next generation, which have still not been fully elucidated. Developing a simulation and gaming culture and making it sustainable in the next decade are the purpose of this book.

Proceedings of the 17th European Conference on Game-Based Learning

Proceedings of the 17th European Conference on Game-Based Learning
Author :
Publisher : Academic Conferences and publishing limited
Total Pages : 950
Release :
ISBN-10 : 9781914587894
ISBN-13 : 1914587898
Rating : 4/5 (94 Downloads)

Synopsis Proceedings of the 17th European Conference on Game-Based Learning by : Ton Spil

These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.

Glocalized Solutions for Sustainability in Manufacturing

Glocalized Solutions for Sustainability in Manufacturing
Author :
Publisher : Springer Science & Business Media
Total Pages : 699
Release :
ISBN-10 : 9783642196928
ISBN-13 : 3642196926
Rating : 4/5 (28 Downloads)

Synopsis Glocalized Solutions for Sustainability in Manufacturing by : Jürgen Hesselbach

The 18th CIRP International Conference on Life Cycle Engineering (LCE) 2011 continues a long tradition of scientific meetings focusing on the exchange of industrial and academic knowledge and experiences in life cycle assessment, product development, sustainable manufacturing and end-of-life-management. The theme “Glocalized Solutions for Sustainability in Manufacturing” addresses the need for engineers to develop solutions which have the potential to address global challenges by providing products, services and processes taking into account local capabilities and constraints to achieve an economically, socially and environmentally sustainable society in a global perspective. Glocalized Solutions for Sustainability in Manufacturing do not only involve products or services that are changed for a local market by simple substitution or the omitting of functions. Products and services need to be addressed that ensure a high standard of living everywhere. Resources required for manufacturing and use of such products are limited and not evenly distributed in the world. Locally available resources, local capabilities as well as local constraints have to be drivers for product- and process innovations with respect to the entire life cycle. The 18th CIRP International Conference on Life Cycle Engineering (LCE) 2011 serves as a platform for the discussion of the resulting challenges and the collaborative development of new scientific ideas.

Handbook of Research on Serious Games as Educational, Business and Research Tools

Handbook of Research on Serious Games as Educational, Business and Research Tools
Author :
Publisher : IGI Global
Total Pages : 1434
Release :
ISBN-10 : 9781466601505
ISBN-13 : 1466601507
Rating : 4/5 (05 Downloads)

Synopsis Handbook of Research on Serious Games as Educational, Business and Research Tools by : Cruz-Cunha, Maria Manuela

"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.

Power at Play

Power at Play
Author :
Publisher : Springer
Total Pages : 189
Release :
ISBN-10 : 9780230239296
ISBN-13 : 0230239293
Rating : 4/5 (96 Downloads)

Synopsis Power at Play by : Niels Åkerstrøm Andersen

More and more adults participate as employees in games at work and in public and voluntary organizations. Power at play covers the intricate linkages between pedagogy, play and power. It shows how power today suspends itself through play and analyzes organized play as a symptom of more radical changes of the exercise of power in work and society.