Planspiel-Literaturdatenbank des ZMS

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  • 2023

  • Bach, Mirjana Pejić; Ćurlin, Tamara; Stjepić, Ana Marija; Meško, Maja (2023): Quo Vadis Business Simulation Games in the 21st Century?. In: Information 14 (3). DOI: 10.3390/info14030178

    DOI: https://doi.org/10.3390/info14030178 

    Abstract: Business simulation games have become popular in higher education and business environments. The paper aims to identify the primary research trends and topics of business simulation games research using a systematic and automated literature review with the motivation of research (learning driven and domain driven). Based on these findings, the future development of business simulation games research projected papers that research business simulation games were extracted from Scopus. Second, the research timeline, main publication venues and citation trends have been analysed. Third, the most frequent words, phrases, and topics were extracted using text mining. Results indicate that the research on business simulation games has stagnated, with the most cited papers published in the 2000s. There is a balance between learning-driven and domain driven-research, while technology-driven research is scarce, indicating that the technology used for business simulation games is mature. We project that the research on business simulation games needs to be directed in the area of new technologies that could improve communication with and among the users (virtual reality, augmented reality, simulation games) and technologies that could improve the reasoning and decision-making complexity in business simulation games (artificial intelligence).

  • 2022

  • Hühn, Christian; Rausch, Andreas (2022): Collaboration and emotions during simulation-based learning in general management courses. In: Studies in Educational Evaluation 73. DOI: 10.1016/j.stueduc.2022.101130
  • 2021

  • Freese, Maria; Lukosch, Heide, Schwägele, Sebastian; Zürn, Birgit (2021): Design of an Impulse-Debriefing-Spiral for Simulation Game Facilitation (52), S. 364-385. Online verfügbar unter https://journals.sagepub.com/doi/epub/10.1177/10468781211006752

     

    Abstract: Simulation gaming sessions can be understood as a sequence of briefing, game play, and debriefing - with feedback loops and iterative steps in between. Often, these sessions are supported by a facilitator, who organizes the session, sets learning goals, and guides the players through briefing, game play and debriefing (Taylor, Backlund & Niklasson, 2012), which we call facilitation. Debriefing is a vital part of the facilitation process, as according to Crookall (2010) and Kriz (2010), it facilitates learning. Contrary to many traditional models that locate the debriefing phase at the very end of a simulation gaming session, we conceptualize debriefing as reflection moments during the whole session, in which participants have the opportunity to reflect on their game play, experiences, and learnings. Facilitation is the process of enabling participants to address challenging situations of the game play, and make connections between the game play and the real environment the game refers to throughout the simulation gaming session.

  • 2015

  • Vos, Lynn (2015): Simulation games in business and marketing education: How educators assess student learning from simulations. In: The International Journal of Management Education 13 (1), S. 57-74. DOI: 10.1016/j.ijme.2015.01.001
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