Bachelorarbeit, 2012
52 Seiten, Note: 2.0
1. Introduction
2. Basic knowledge
2.1 IT-based business simulation games
2.2 General features of IT-based business simulation games
2.2.1 Content
2.2.2 Immersion
2.2.3 Interactivity
2.2.4 Communication
2.3 Standard process of using IT-based business simulation games
2.4 Standard architecture of IT-based business simulation games
3. Current usage of IT-based business simulation games
3.1 IT-based business simulation games in education and training
3.1.1 Teaching basic knowledge
3.1.2 Teaching cross-functional understanding within the business
3.1.3 Training technical skills
3.1.4 Training social skills
3.2 IT-based business simulation games in experimental research
3.2.1 Economic research
3.2.2 Organizational and leadership study
3.2.3 Psychological research
3.3 IT-based business simulation games in business practice
3.3.1 Forecasting in strategic planning
3.3.2 Employee assessment and recruitment marketing
4. Potentials of IT-based business simulation games
4.1 Potentials concepts for IT-based business simulation games
4.1.1 The serious game concept
4.1.1.1 Introduction to the serious game concept
4.1.1.2 Serious game and IT-based business simulation games
4.1.1.3 Usage, benefits and issues
4.1.2 The role-playing concept
4.1.2.1 Introduction to the role-playing concept
4.1.2.2 Role-playing and IT-based business simulation games
4.1.2.3 Usage, benefits and issues
4.2 Potential technologies for IT-based business simulation games
4.2.1 The real-time data technology
4.2.1.1 Introduction to the real-time data technology
4.2.1.2 Real-time data and IT-based business simulation games
4.2.1.3 Usage, benefits and issues
4.2.2 The dialog system technology
4.2.2.1 Introduction to the dialog system technology
4.2.2.2 Dialog systems and IT-based business simulation games
4.2.2.3 Usage, benefits and issues
5. Discussion
This thesis examines the current usage of IT-based business simulation games (BSGs) and explores potential concepts and technologies that could enhance their future performance. It addresses the research questions regarding how these games are currently deployed in practice and what role emerging concepts and technologies might play in their evolution.
4.1.1 The serious game concept
Like IT-based BSGs, serious game is also a newly born concept of using games in education and training. Although the term “serious game” was firstly mentioned in the literature in the 1970s, it has not been received much attention of researchers and practitioners until the widespread of computers and the emergence of computer games. Recently, several experts are urging for such integration (cf. Faria, et al. 2009, p. 470; cf. Summers 2004, p. 225). Hall (2009, p. 132) also claimed that serious game is an emergent design movement of business simulation game. However, there have been few researches taken to study thoroughly the relationships between the two concepts and the potentials of integrating both of them. For that reason, after introducing serious game, this section will provide a comparison between the architectures of the two concepts to emphasize their relationships to each other. Subsequently, the benefits and issues accompanying the integration will also be assessed.
1. Introduction: Presents the history and motivation for the research, establishing two central questions regarding current usage and the future trajectory of IT-based BSGs.
2. Basic knowledge: Provides fundamental definitions, features, and the standard technical and procedural architecture of IT-based BSGs.
3. Current usage of IT-based business simulation games: Details the primary application fields, including education and training, experimental research, and business practice.
4. Potentials of IT-based business simulation games: Analyzes the integration of serious game and role-playing concepts, as well as the implementation of real-time data and dialog system technologies.
5. Discussion: Summarizes the thesis findings and provides an outlook on the need for further, more specialized research.
IT-based business simulation games, BSG, Serious Games, Role-playing, Real-time data, Dialog systems, Natural language processing, Education and training, Business practice, Experimental research, Simulation architecture, Learner motivation, Instructional design, Human-computer interaction, Skill training.
The thesis focuses on the present state and future development potential of IT-based business simulation games (BSGs), investigating how they are currently used and how specific concepts and technologies can enhance them.
The work covers three main areas: education and training, experimental research, and business practice, including strategic planning and human resource management.
The primary goal is to provide a comprehensive overview of how IT-based BSGs are currently used and to analyze how concepts like serious games and role-playing, along with technologies like real-time data and dialog systems, can impact their future efficacy.
The thesis employs a comprehensive literature review to synthesize existing knowledge on BSGs and to assess the integration potential of specific concepts and technologies.
The main part covers the fundamentals of BSGs, their current practical applications, and a detailed analysis of two key concepts (serious games, role-playing) and two key technologies (real-time data, dialog systems) regarding their potential for future integration.
The technologies and concepts are categorized according to the four pillars of BSG features: content, immersion, interactivity, and communication.
The author proposes a framework that integrates role-playing into the "playing phase" of the standard simulation gaming process, where learner interaction is most frequent, to improve interpersonal skill training.
Real-time data can replace static parameter databases to allow simulations to react dynamically to external factors, which is particularly beneficial for real-time BSGs in complex environments.
The author suggests that while well-developed dialog systems can perform many instructor tasks like providing help and debriefing, they serve primarily as a complementary tool due to their current limitations in emotional recognition and socio-emotional handling.
Key issues include increased development costs, technical complexity, potential learner unfamiliarity with new technologies, and the continued need for human intervention in complex social or emotional scenarios.
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