The Use of Business Gaming in Hong Kong Academic Institutions

Authors

  • Man-Tsun J. Chang

Abstract

This paper is concerned with the usage of business gaming and how and why they are used in seven Hong Kong Government funded tertiary educational institutions. A 22.5% response rate of a population of 632 was recorded. Results indicated 10 out of 35 past users still use business gaming in their teaching. General evaluation on computer simulations is above average; however, reasons cited for not using business gaming are attributed to 'lengthy preparation time’. 'start-up cost is too high’, and lack of formal training’.

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Published

1997-03-06