Motivating Simulation Game Performance and Satisfaction with Group Performance-Contingent Consequences

Authors

  • Richard M. Hodgetts
  • Robert Kreitner

Abstract

The development of a simulation game, with all the appropriate hardware and software considerations, is only the first step in realizing its full potential. Ultimate effective utilization depends upon the solution of some behavioral problems in addition to the usual technical problems. Once developed, adapted to curriculum constraints, and put into play, the game administrator’s attention must then turn to motivational problems. Students possessing a wide range of abilities and motivational states must actively play the game if key concepts and skills are to be learned as intended. What is frequently needed is an efficient way of motivating effective simulation game performance. A dearth of empirical research presently exists on this important aspect of business gaming. Too often in business gaming, intrinsic motivation, associated with the satisfaction of mastering a unique and complex task, wanes as the game progresses, particularly when the game is spread over a prolonged period of time such as a semester. Consequently, individual involvement in group decision making and commitment to collective objectives must be extrinsically motivated when intrinsic motivation fades. This paper reports an experimental attempt to stimulate performance and satisfaction in a business management simulation through the use of group performance-contingent consequences.

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Published

1975-03-13