Abstract

Business games have been in use in university classes in North American for 50 years. A concern over this time has been whether or not participation in such games is a meaningful experience. The merit of business games has been examined by looking at what is taught by games, comparing games to other teaching approaches, and assessing the external and internal validity of games. This article examines another approach to assessing business games. The performance outcomes of more than 2,000 students operating 717 simulation companies in 154 industries has been examined to determine if these outcomes conform to real-world business firm outcomes as reported in the ongoing PIMS (Profit Impact of Marketing Strategies) project. The findings from this research suggest once again that business simulation games are a valid teaching tool.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call