BOSS: A Behavioral-Quantitative, Computer-Supported Game

Authors

  • Precha Thavikulwat

Abstract

Boss is not a simulation, but a genotypical game enabling students to learn how to be bosses by making them bosses. Quantitative aspects of the game involve pricing, inventory control, and statistical analysis. Behavioral aspects involve employment, compensation, and supervision. Computer support is interactive and two-tiered: programs supporting the game are in turn supported by other programs. The game s designed to supplement an integrative course such as business policies, to accommodate 20 to 80 students, to run for an academic term, and to require only two hours of class time for its duration.

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Published

1983-03-13