Qualitative Determinants of Team Performance in a Simulation Game

Authors

  • Paul Miesing

Abstract

"The purpose of this paper is to report how different group processes and decision-making styles affect overall team performance. Since the prime source of game learning is derived from the personal experiences of the participants and their interactions a distinction must be made between the simulated and stimulated aspects of games. The simulated aspect attempts to replicate company and industry characteristics by specifying such environmental and operating factors as the economy, markets, plants, and products. Since performance often depends upon these predetermined game parameters, the ability to make realistic decisions is not improved by games with artificial or limited conditions that may bear little resemblance to actual organizations. There is also a very real, or stimulated, aspect of games that should be encouraged. Participants surely experience emotions, feelings, and attitudes; they undergo decision-making processes and witness leadership and motivation (or the lack thereof); and some even become bored, anxious, or angry. In contrast to prior studies that attempted to validate the terminal results of game learning, this research is concerned with appraising what transpires throughout the course of play. Only such a formative evaluation can test whether or not appropriate behaviors are rewarded and reinforced, and lead to successful game performances. "

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Published

1982-03-13