Bachelorarbeit, 2012
52 Seiten, Note: 2.0
This thesis explores the current usage and future potential of IT-based business simulation games. The author aims to analyze the existing applications of these games in education, research, and business practice, while identifying and examining key concepts and technologies that can further enhance their capabilities and impact.
The introduction provides a brief overview of the thesis's scope and purpose. Chapter 2 focuses on the foundational knowledge of IT-based business simulation games, covering their general features, standard processes, and typical architecture.
Chapter 3 delves into the current usage of these games across various sectors. It examines their application in education and training, experimental research (including economic, organizational, and psychological studies), and business practice (with a focus on strategic planning and human resource management).
Chapter 4 explores the potential of IT-based business simulation games by analyzing key concepts such as serious games and role-playing, along with promising technologies like real-time data systems and dialog systems. This chapter examines the potential benefits, drawbacks, and implications of integrating these concepts and technologies into existing games.
The discussion chapter will delve into the findings of the analysis, offering insights into the future development and application of IT-based business simulation games.
The key areas of focus in this thesis include: IT-based business simulation games, education and training, experimental research, business practice, serious games, role-playing, real-time data, dialog systems, and potential benefits and challenges.
These are software-driven simulations that allow users to manage business scenarios, helping them learn strategic planning, decision-making, and cross-functional understanding.
Companies use them for forecasting in strategic planning, as well as for employee assessment and recruitment marketing to identify top talent.
Serious games are designed for a primary purpose other than pure entertainment, such as education, training, or health, while still utilizing game-like elements for engagement.
The thesis highlights real-time data technology and dialog systems as key potentials for making simulations more immersive and interactive.
Yes, they are used in experimental research for economic studies, organizational behavior, leadership analysis, and psychological research.
Role-playing helps in training social and communication skills, allowing participants to experience different perspectives within a corporate hierarchy.
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