Simulation and Gaming in the Network Society by Toshiyuki Kaneda Hidehiko Kanegae Yusuke Toyoda & Paola Rizzi

Simulation and Gaming in the Network Society by Toshiyuki Kaneda Hidehiko Kanegae Yusuke Toyoda & Paola Rizzi

Author:Toshiyuki Kaneda, Hidehiko Kanegae, Yusuke Toyoda & Paola Rizzi
Language: eng
Format: epub
Publisher: Springer Singapore, Singapore


2 Outline of the Experiments

The three experiments were conducted over approximately 3 hours with students at business schools in Japan, Russia, and Vietnam. The outline of the business game experiments discussed in this paper is shown in Table 1. Table 2 shows working experiences of subjects who correctly answered questionnaires. The working experiences of three countries are almost the same. But there is a difference in male-female ratios. These results reflect the situation of MBA student by each country. Subjects participated for learning purposes, as a part of graduate school classes or preparatory courses, without knowing the purpose of this experiment. The business game used in the experiment was Aoyama-gakuin Business Game (ABG) system we developed in 2014 with a scenario in which each participating team played the role of a manufacturer producing and selling a high-end camera product like Canon and Nikon brand in a single market. The winning team, the one that achieved the largest cumulative profit at the end of the game, received a small prize. Instructors from each country formed the teams in advance, grouping subjects into teams of four or five members each. Each team was given a personal computer for input use, and the instructor informed subjects of the rules and the fact that the best-performing team would receive a small prize. Subject teams held tactical meetings for approximately 20 minutes each to decide on a company name, mission statement, and roles within the team (i.e., president, finance officer, marketing director, production manager, R&D manager). After this meeting, they filled out a questionnaire on cultural dimensions. Following a practice round of the game, a new round of game input and output was conducted from period one to period four, although we did not tell subjects clearly about the number of periods in advance. At every period of the game, each team decided on input variables through meetings of roughly 20 minutes, while looking at the overall rankings and their own companies’ financial statements. After completion of the fourth period, the game finished and debriefing was conducted. The subjects answered questionnaires on the group decision-making of their own teams immediately after the game. The process concluded with the announcement of the winning teams.Table 1Outline of the experiment using a business game



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