The Use of Business Gaming in Hong Kong Academic Institutions
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’.Downloads
Published
1997-03-06
Issue
Section
Articles