Bachelorarbeit, 2012
52 Seiten, Note: 2.0
List of figures
List of abbreviations
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
Bibliography
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