This study examined the effect of the size and contention of personal networks formed in online games, compared with offline personal networks. At first, we analyzed the effect of social skill, which affects the size of offline social networks, on the size of personal networks formed in online games. As a result, social skill affected the size of personal networks formed online. Next, we analyzed the effect of the size and contention of personal networks formed in online games. Both the size and contention of personal networks formed in online games reduced loneliness. In addition, contention reduced loneliness more than size. Then we compared the effect of personal networks formed in online games with offline personal networks. For the effect of the size there was no difference between them, however about contention, offline personal networks had more effect. The size of offline personal networks correlated with the size of personal networks formed online.
Both Gaming Simulation (GS) and Case Methods (CM) are traditional and powerful experiential learning methodologies for educating students at a business school. However, there have been few studies to integrate GS and CM methodology. This paper presents a new practical approach for this purpose. At the Graduate School of Systems Management, Tsukuba University, we have ten years experience on business modeling courses using BMDL/BMDS (Business Model Description Language/Business Model Development System) architecture. Based on this experience, in this paper, we have developed a business game: “President’s Dilemma (PD)”. The aim of the PD game is to explore managers’ decision making strategies in a quantitative business operation domain among competitive beer brewery companies. Using the developed model, we have carried out two series of experiments with both business students and top executives. The experimental results have suggested the benefits of the proposed approach.
CO2 emission trading is deemed as an essential element to implement mandatory reduction of worldwide greenhouse gas emissions under the regime of the Kyoto protocol. As introduction of CO2 emission trading will largely affect business practices in energy consuming industries, it is necessary to learn and practice how to deal with this new business element for businessmen of affected industries. However, simulation programs for CO2 emission trading developed so far are large scale ones with high investment costs and thus only available for limited entities.
This paper is a report on the development of a business game, “Protect Geia,” in which a subsystem of CO2 emission trading is embedded in a business gaming program, as well as a report on the result of the game experiment. This game was developed on the platform of BMDL (Business Model Descriptive Language), a tool to develop a business game easily even by those new to programming language. Also, this game is played on the Internet meaning that players can not see each other nor communicate on their decision-making.
Business Games are effective in business education at junior high schools, high schools, technical colleges, junior colleges, universities, graduate schools, companies, etc. We developed the Beginner’s Business Game “BG21”, printed the textbook and are now using "BG21" at some schools and companies.
The present paper is an attempt to explain the development of “BG21” and consider its use. In so doing, the concept of its development and the aim of the textbook will be presented, the method and the program of “BG21” exercises will be shown, and extension of “BG21” will be considered. The paper concludes by presenting some cases of using “BG21” at junior high school, commercial high school, junior college and university.
We firmly believe that "BG21" can help develop some faculties such as decision-making, data analysis, and presentation. We hope that this Business Game will be used more widely in business education at schools and companies.