An Analysis of Popular Games as Experiential Models for Corporate and Collegiate Management Education

Authors

  • John W. Newstrom

Abstract

A variety of TV game show and board game formats are reviewed, and explored for their applicability to management education in both corporate and collegiate settings. The major characteristics that pervade them are identified, and the underlying motivational and structural elements contributing to their success are presented. Student reactions (positive and negative) are reported. Examples of classroom use are presented, and the paper concludes with a set of suggested guidelines for potential users.

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Published

1989-03-09