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Simulation & Gaming back issues
Reflection in Learning Processes Through Simulation/Gaming.
December 1, 1998... Technological changes that involve aspects of the working environment require the involvement of actors--for example, consultants, system designers, managers, and employees--in all phases of the process with regard to technical as well as organizational issues. If all actors are enabled to...
Measuring MARCO POLIS Management Game's Influence on Market Orientations.
December 1, 1998... The aim of the MARCO POLIS management game is to introduce employees of housing associations to new market conditions. These new conditions boil down to increased independence and more responsibilities for both social targets and financial continuity. After the game was developed in 1991,...
Studying Organizational Dynamics.
December 1, 1998... Organization research tends to emphasize the more steady and quantifiable attributes of organizations and their environments, at the cost of the analysis of organizational processes. According to Elias (1971, p. 122), there is a general problem in formulating process theory. The shape of...
Simulation/Gaming as an Essential Enabler of Organizational Change.
December 1, 1998... In today's environment, many phenomena are neither constant nor predictable--for example, market growth, customer demand, product life cycles, the rate of technological change, and the nature of competition (Hammer & Champy, 1993). The problems of ambiguity are conspicuous. Change has...
Simulation/Gaming for Policy Development and Organizational Change.
December 1, 1998... Extensive evaluations of simulation/games for policy development and organizational change are not very common. Usually, surveys and interviews with participants are carried out to judge the successfulness of a simulation/game. Normally, participants are satisfied with the game results and...