THE STATE OF SIMULATION GAMING IN EASTERN EUROPEAN COUNTRIES - PRINCIPALLY RUSSIA Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 152 THE STATE OF SIMULATION GAMING IN EASTERN EUROPEAN COUNTRIES - PRINCIPALLY RUSSIA A. J. Faria, University of Windsor Joseph Wolfe, University of Tulsa Ron Jensen, Emory University John R. Dickinson, University of Windsor ABSTRACT The following material outlines the symposium that will be put on during the ABSEL/Savannah Conference. The four panel members attended the SSGMDA Conference in St. Petersburg, Russia and will discuss their findings with regard to simulation gaming in the former USSR. A SYMPOSIUM PROPOSAL The Eastern European Social Simulation & Game Modelling Designers Association met in St. Petersburg, Russia from June 21 - 26, 1992 to celebrate the 60th anniversary of simulation gaming in the USSR (the first simulation game having been put into use in the former Soviet Union in June 1932). The aim of the SSGMDA conference was to: 1. Examine international business gaming usage and teaching methods 2. Examine the worldwide development of business games 3. Develop generalizations from the worldwide business gaming experience 4. Define directions for future business gaming development 5. Establish the significant contributions of business games and game developers 6. Develop methods to ensure the future growth and development of business games ABSEL was invited to participate at this significant international meeting. In response to this invitation, four ABSEL members attended the Eastern European SSGMDA conference in St. Petersburg, Russia. The four ABSEL attendees were Dr. Joe Wolfe, University of Tulsa;; Dr. Ron Jensen, Emory University; Dr. John R. Dickinson, University of Windsor; and Dr. A. J. Faria, University of Windsor. As representatives from ABSEL, and as the only attendees from North America, we were given an entire day at the conference for presentations. This day consisted of paper presentations from each ABSEL member, a panel discussion on the state of simulation gaming in North America, and demonstrations of several simulation games used in North American universities. In turn, we had the opportunity, over the remaining four days of the conference, to listen to paper presentations, attend panel discussions, and participate in game demonstrations put on by simulation gamers from Russia, Yugoslavia, the Ukraine, East Germany, and other Eastern European countries. Beyond this, we had the opportunity to meet, at length, individually and in small groups with business teachers from these countries to talk about their use of simulation games and their simulation research. The ABSEL Conference symposium will present our findings, and impressions, regarding the state of simulation gaming in Eastern Europe - principally Russia. This is a topic that should be of interest to many ABSEL members. There are some commonalities among simulation gamers from Eastern Europe, but many significant differences as well. How games are used, the nature or characteristics of the games, and attitudes toward gaming as a teaching tool in Russia will all be discussed in this symposium. As well, we will discuss the views of Russian gamers toward the North American games that we demonstrated. The panel for the symposium will be the four ABSEL members who attended the St. Petersburg conference. It is anticipated that 60 to 90 minutes will be needed for the symposium. This will include anywhere from 30 to 60 minutes of presentation with a minimum of 30 minutes available for questions and discussion. The original paper calls from the EESGA follow. SOCIAL SIMULATION AND GAME MODELLING DESIGNERS ASSOCIATION The Eastern European Simulation and Gaming Association Executive Committee and members of the International Simulation and Gaming Association (ISAGA) would like to mark the 60th anniversary of the birth of business gaming in the USSR. This memorable event will be marked by: 1. An international conference on business games and their teaching methods under the name of the “White Nights Conference”. The conference’s aims are: Summarize the worldwide development of business games since their inception. Generalize the business gaming experience. Define the directions of business game development. Establish the significance of business gaming and the perspectives afforded by business games. Develop steps and methods for ensuring the further development of business games. 2. Prepare and publish a collection of papers under the general conference theme of “Games in the World”. This collection will entail three main sections-- the history of business game development, the theory and methods of business games, and the use and experiences associated with business game models. It is expected that papers might cover the following topic areas: a. The development of business gaming n the world, individual countries, within various industries and the functional areas of organizations and enterprises. b. The presentation of business game modelling theory, business game construction, and software design. c. The use of business gaming for training and development purposes as well as for the creation of more efficient organizations or subdivisions within organizations. d. The demonstration of games that have been employed in companies and industries. Developments In Business Simulation & Experiential Exercises, Volume 20, 1993 153 The Eastern European simulation and gaming executive committee, the member of ISAGA, took a decision to mark the 60th Anniversary of business game birth in the USSR, St. Petersburg 1 992 (the first business game was used in June, 1932). This memorable event is being marked by: 1. The international conference on business games and intensive teaching methods under the agreed name “White Nights”. The aim of the conference is: - to summarize the world business game development for the period of its existence; • to generalize the business gaming experience;; - to define the business game perspective development direction; - to establish the business game significance and perspectives; - to work out the measures ensuring the further business game development. 2. Preparation and edition of articles collection on the conference themes: “Games in the World”. The Eastern European Association applied to the SSGMDA directorate with a request to give the guidance to these jubilee measures. We ask you, a highly qualified specialist and active man in the business game development field to send a preliminary application for participation in the conference and articles collection. Please, also enclose the title of your report, the title and the abstract of your projected paper. Your proposals on the conference agenda and the articles collection content will be taken into account. Thanking you in advance. The President of SSGMDA APPENDIX Articles collection “Games in the World” is supposed to have three main sections: 1. The business game development history. 2. The theory and methods of business games. 3. The use and experience of business game modelling. Supposed content of articles collection: a) Generalization and development of business gaming in the world, individual countries, in separate branches of industry, various functions in organizations and enterprises, business gaming development in social and psychological spheres, etc. b) Presentation of business game modelling, theoretical questions, business game design principles (including modelling), business game constructions (blocks), business game indivisible mathematical software use, etc. Elucidation of different business gaming design methods and their use. Other methodical (clarification and etc.). c) The use of business gaming for specialist training or for training some branches of knowledge, “new” and “projected” Professions. d) The use of business gaming for organizations and management structure perfection of FUNCTIONING enterprises, organizations and their subdivisions. e) Business games and the youth creativity development problems. f) Computerized business gaming with it’s problems to solve. g) The presentation of business games in scientific researches, some large-scale games repeatedly used games, adapted games, the most actual games. h) Sociologists’ and psychologists’ participation in design and use of business games (the experience and perspectives). The demonstration of business gaming for their work perfection. i) Please, send your application and proposals on the articles collection by November 5, 1991. The date of the article presentation is December 10, 1991. Please, enclose two copies of your paper in Russian, English, German, and two copies of your paper abstract in Russian and English (about 150 words). k) The size of the survey article is - 0.35 p.1. the other article - 0.25 p.1. of typed text with 1/2 interval. There should be 37 lines on the page, 60 signs in the line, the right margin more than 1 .5 cm. I) Please send applications and papers to: Birshtain M.M. telephones: “Conference-92” 295-56-827 APNCNM Birshtain M.M. p/o 73 279-72-30 1 95112 Sankt-Peterburg Timopheeva S.Y. USSR Table of Contents Volume 20, 1993 Dominant Personality Types and Total Enterprise Simulation Performance Shelf Wars: A Grocery Channel Simulation Shared Cultural Perspectives: An Experiential Exercise Utilizing International Students to Globalize the Classroom An Instrument for Investigating the Effectiveness of Teaching Methods in the Business Policy and Strategy Formulation Course Providing Better Trained Graduates for Accounting Employers The Ambition Gradient Approach to Evaluation of Computer Simulation Game Team Performance Alphatec: A Negotiation Exercise with Logrolling and Bridging Potential Using the Ideafisher Idea Generation System as a Decision Support System in Marketing Strategy Courses A Dynamic Market Share Allocation Model For Computerized Business Simulations Multi-Cultural Adaptability Using Experiential Learning in a Graduate Course Development of Experiential Applications in HRM: Practicing What Preach and Preaching for Practice Linking Students and Business Leaders Through Portfolios Debriefing International Experiential Learning Exercises: Road Signs for Effectiveness Sales Manager: A Simulation Modeling Interactive Effects in Mathematical Functions for Business Simulations: A Critique of Goosen's Interpolation Reducing the Complexity of Interactive Variable Modeling in Business Simulations Through Interpolation Antecedent Biases of Experiential Learners: Trainee Occupation and Subgroup Diversity Pax in Terra Sancta: Simulating the Middle East Peace Negotiations A Multiple Regression Case In Experiential Learning Changes in Ethnocentric/Geocentric Orientation by Business Students after Exposure to a One Summer Course in International Marketing's A Systematic Approach to the Development and Evaluation of Experiential Exercises Entrepreneurs Evaluate Experiential Education A Linear Programming Approach to Open System Total Enterprise Simulations Reflecting Leader Behavior from the Looking Glass, Inc. Simulation Linking Cognitive Styles, Teaching Methods, Educational Objectives and Assessment: A Decision Tree Approach Restructuring Management Education in Post-Communist Countries: How Western Experts Can Help Managerial and Cultural Pre-Conditions for Superior Performance in a Global Setting: An Experimental Study with the Aid of Business Games Multiple Industries in Computerized Business Gaming Simulations Content or Process? - Content and Process! Some Observations and Reflections About Management Education in Central Europe Out-of-Class Experiences to Promote Volunteerism Enacting the Linguistic Consciousness of the Modern Managerial Mind: Post-Modernism and Experiential Learning Intergrating Experiential Exercises into the College Curriculum: The Case of Internationalizing the Business Curriculum Simulation Marketing Oversights Incorporating Advertising Creative Strategy into Computer-Based Business Simulations The Dynamics of a Partnership Between Business and Education Collaborative Education Done Globally Experiential Systems Analysis CADPLAN: A Simulation for Comparative Advertising A Doctoral Symposium: Preparing Students for Conference Behavior Comparing the Simulation with the Case Approach: Again! Total Quality Management: A Model for Continuous Quality Improvement The Quality Audit: An Experiential Exercise for Business Students Extending the Reach of Simulations: DECIDE Heads for the Inner City Lessons Learned from a Customized Management Development Simulation The Foreign Exchange Spot Trading Simulation Using Lotus 1-2-3 to complete a Triple Play in a Simulated Competition International Business Education: Is Enough Being Done? Matching of Student-Teacher Cognitive Style as a Factor in Student Success in an Introduction to Information Systems Course Breathing (More) Life into the Case Approach Lord of the Flies: A Live Case Approach to Leadership Cooperative Case Studies: Experiential Tools for Teaching Business Problem Solving Tools Strategy Simulations in Context: An Evaluation of Key Dimensions The Distribution Channel Game Evaluation of a Simulation Game as an Education Tool for Utility Professionals The Relationship Between Total Enterprise Simulation Performance and Learning Total Quality Management does not Happen by Magic, but it can be Taught Using a Pedagogical Methodology that Utilizes Magic Effectively Preparing Students for Careers in a Global Environment by Integrating Total Quality Management Thoughout the Business Curriculum An Empirical Investigation of Cognitive and Performance Consistency in a Marketing Simulation Game Environment Using MARSGAP with LAPTOP: (A Marketing Simulation Game Analysis Program) with LAPTOP: A Marketing Simulation Adapting TQM Implementation to Organizational Level An MBA Business Simulation: Executive Interaction Experiential Exercises and Pedagogy Track Workshop: Experiencing Cultural Diversity in the Classroom (and the Hotel Meeting Room) Closing the Gap between Corporate and National Culture The Dynamic Manufacturing Company The Use of Experiential Techniques in Corporate Training The State of Simulation Gaming in Easter European Countries- Principally Russia An Experiential Exercise in Cross-Cultural Training Valuing Differences: A Conceptual Framework Demonstration of an Experiential Exercise Effectively Using Experiential Learning to Impart TQM Concepts in a High Technology Environment The Older Worker Questionnaire: An Exercise Concerning Older Worker Stereotypes and Behaviors The Crime Fighting Task Force: An Exercise in Organizational Politics Welcome to the Party! An Expression of Vocational Preference Experiential Exercise for Imparting Cross-Cultural Appreciation Six Swift Simulations on Globalization Overview of BASF Delegate Program