Recent trends in management gaming: a comparative survey of management gaming practices in American collegiate schools of business in 1962 and 1974.
Abstract
Through a survey of 89 collegiate schools of business, 197^ usage of
management gaming in both undergraduate and graduate curriculums was determined
and compared to the results of a similar survey of 107 schools
of business in 1962. The results of the 197^ survey provided conclusive evidence that in
the years following 1962, management gaming has gained increased acceptance
and use as an educational technique. This increase in acceptance
and use of management gaming from 1962 to 197^- was brought to light by
two primary findings of this comparative study. First, that while in 1962
only 71% of the survey respondents reported that a management game was
being used in some way in the institution's curriculum, in 197^ > 95% of
the survey respondents reported using a management game. Secondly, the
average percentage of course time devoted to management gaming, for all
undergraduate and graduate courses reporting the use of management games,
increased from 20% of course time in 1962 to 32% of course time in 1974.
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