INTERNATIONAL MANAGEMENT SIMULATION GAMING CURRENT STATUS AND FUTURE DEVELOPMENTS Developments In Business Simulation & Experiential Exercises, Volume 17, 1990 229 INTERNATIONAL MANAGEMENT SIMULATION GAMING CURRENT STATUS AND FUTURE DEVELOPMENTS Aspy P. Palia, University of Hawaii at Manoa Hiroshi Yamamura and Larry Cross, Japan-American Institute of Management Science A.J. Faria and J.R. Dickinson, University of Windsor Dean S. Roussos, Youngstown State University ABSTRACT The focus of this panel/workshop will be on the current status of international management simulation games and needed developments in international management games to serve the growing needs of business schools and executive training programs for more sophisticated international training. THE PROJECT This panel workshop will focus on the development of a state-of- the-art, mainframe-based, modular international business top- management simulation to be played by graduate students/business executives over an extended period of time. The simulation will be mainframe-based to facilitate use of a high-speed line printer for obtaining the printouts. The modular design will provide the user with flexibility. The user may use one or more of the modules in a specific functional area. It is envisaged that separate modules will be available in accounting, business policy, economics, finance, international management, marketing and production. In each of these modules, an effort will be made to cover the key principles and underlying relationships. PC-based spreadsheet, modeling language, graphics and database decision-support packages will he developed and made available to users. These decision-support packages will be user-friendly and provide the competing teams with simple yet powerful decision-making tools. Floppy disks and tutorials will be available for each of the decision-support packages. An attempt will be made to identify and employ the most widely used pc-based database, modeling language, and spreadsheet software packages. Despite the wide coverage of material, an effort will be made to keep the proposed simulation relatively user friendly and focus on the key relationships in each of the functional areas. We recognize that most users desire a simulation game that is both sophisticated and user friendly. Reader-friendly student and instructor manuals together with transparency masters will be provided. In addition, suggested readings/syllabi/videotapes will be included. THE AGENDA The panel workshop seeks to identify: (1) the main criteria based upon which you decide to use business simulation games in your International business curriculum, (2) the primary attributes based upon which you compare and select an inter-national business simulation game, (3) the names of business simulation games that you presently use together with the key features/characteristics that you like and dislike about these games, (4) the key topics, constructs, variables, and relationships among variables in your area of functional expertise, that you would like to see incorporated into the proposed international business simulation game, (5) the most widely used pc-and mainframe-based database, graphics, modeling language, and spreadsheet software packages that are presently used at your university, and (6) your suggestions for improvement in the conception and design of the proposed international business simulation game, Another add-on feature worth consideration is the availability of stand-alone simulation packages such as "Defender” to teach positioning and defensive strategy, and “Robologic’ to teach new product development. Using these stand-alone packages, students can first master individual concepts, and later use the decision support packages provided to make informed decisions. Lastly, this panel workshop will provide us with a useful forum to compare notes and share experiences in the use of business simulation games in the International business curriculum. CONCLUSION The proponents seek to build a state-of-the-art modular top- management international business simulation with an international marketing perspective and an Asia-Pacific focus. This ambitious international cross-disciplinary project seeks to transfer technology from the successful use of integrated business simulation games in the marketing discipline to the international business arena. The proposed international business simulation will be used for classroom instruction, cross-cultural research and business practitioner training in the Asia-Pacific region. Table of Contents Volume 17, 1990 The Impact of Decision Support Systems on the Effectiveness of Small Group Decisions - Revisited The Relationship Between Financial Performance and Other Measures of Learning on a Simulation Exercise Use and Effectiveness of an Analogy-Based Expert System Suggestions for Computerized Business Authors Dealing with Power: An Experiential Exercise Using Movie and Personal Diary Analysis Techniques A Model for Developing Student Skills and Assessing Outcomes Through Outdoor Training Computer-Aided Exercises Versus Workbook Exercises as Learning Facilitator in the Principles of Marketing Course An Exposition of Guilford's Si Model as a Means of Diagnosing and Generating Pedagogical Strategies in Collegiate Business Education Formal Planning and Simulation Team Performance: A Cross Sectional Approach Cases: Real Organizations in Real Time in the Classroom An Empirical Investigation of the Internal Validity of Marketing Simulation Game An Empirical Evaluation of the Pedagogical Value of Playing a Simulation Game in a Principles of Marketing Course Factors Affecting Effective Teaching of Strategic Planning: Some Preliminary Evidence An Experiential Exercise for Learning About the Relationship Between Organizational Form & the Project Management Process Accounting Communication Skills can be Taught in the Auditing Course Modeling Cost Functions in Computerized Business Simulation: An Application of Duality Theory and Sheppard's Lemma A Life Cycle Analysis of Decision Making for a Strategic Management Team What's the Problem? A Dynamic Model for Teaching Problem Solving Skills Experientially International Currency Fluctuations: Money$im, A Simulation Superstores: A Specialized Retailing Simulation Within a Specialized Marketing Curriculum Factors Affecting Student Perceptions of Learning in a Business Policy Game VC + EL = VL The Name Game: An Experiential Exercise in Intergroup Relations The Effects of Experiential Accounting Work Experience on Student Performance in Intermediate Accounting Courses The Results of Using the Experiential Activity Group Performance Evaluation in a Business Policy Setting Using a Legal Database to Describe the Legal Environment of Marketing (and Business) Matching Environmental Uncertainty and Organizational Configuration An Instructional Computer Simulation of Tampering in QC Executive Evaluation of Student Learning in the Looking Glass Simulation Group Personality Composition and Total Enterprise Simulation Performance An Expert System for Selecting Analytical Techniques for Analyzing Marketing Research Data Effects of Cognitive Styles on Responses in an In-Basket Simulation A Psychometric Analysis of Kolb's Revised Learning Style-Inventory Selecting and Developing Experiential Exercises Using Movies Application of a Real-World Strategic Management Model in the Classroom Demand Equations which Include Product Attributes Consumption as the Objective in Computer-Scored Total Enterprise Simulations The Effects of Decision Format and Evaluation on Simulation Performance, Decision Time, and Team Cohesion The Effects of Computer Related Assignments on Student Performance in Business Administration The Money Game: A Dynamic Simulation Including Random Shocks for Money and Banking Courses Methods for Evaluating Performance on Business Simulations: A Survey The Effects of Synergogy on the Policy Course: Significant Improvements in Student Learning and Teacher Evaluation Conditions and Outcomes of Trust in a Two-Person Bargaining Exercise Bankgame Enhancing Computer Business Simulation with the Use of VGA Graphics An Experiential Approach to Entrepreneurship An Advanced Simulation Method (ASM) for Multiple Objective Problems The Influence of Experiential learning Techniques on Student Recognition of Non-Primary Learning Styles Negotiating Mergers and Acquisitions: A Cocktail Napkin Approach Identification of Unintended Effects in Experiential Laboratory Exercises An Experimental Comparison of Paper and Pencil and Computer Aided Decision Support Tools Porting a Simulation from the IBM World to the Macintosh World A Transaction Cost Analysis of Experiential Learning The Development of Experiential Exercises for Courses in Entrepreneurship and Small Business Management The Assessment Center as and Experiential Classroom Exercise Pricing Strategy Algorithms for Playing Business Simulations Organizational Structures for International Operations: An Experiential Activity Simulation Emphasis in the Business School Capstone Course An Integrated Approach to Computerizing the Business Curriculum Cross-Cultural Business Negotiations Exercise Organizational Socialization and Gender Differences in Students at Work Understanding Student Work Experience: A Content-Analytic Approach Introducing Executive MBA Programs with Management Games An Analysis of Improvement in Business Decision Outcome with Sequential Use of Two Simulation Games Teaching Business Policy Utilizing Mass Lecture and Individual Case Labs Potholes Along the Road to Evaluating Learning Outcomes: The Case of Outdoor Management Training Experiential Learning for Interior Design Students: Using CADD, Lotus 1-2-3, and Wordperfect Cognitive Learning Using a Computer-Based, Qualitative Interactive Business Simulation Sex Discrimination: Does the Woman get the Job or Does the Best Man Win? A Search for Visual Aids to Support Experiential Learning Through the 1990's An Experimental Analysis fo the Effectiveness of Student Role-Playing in Sales Training How to Have Students Learn from their Term Projects Self-Evaluation Exercise (SEE): An Assessment of Class Contribution A Study of the Influence of Team Formation on Attitudes and Performance in Management Games A Hardware Based CIM Simulation Laboratory Model Test Substance Abuse in Organizations Micro Computer Training Models Teaching Forecasting, Cash Budgeting and Inventory Model Building Using SBTools A Comparison of the Effects of Experiential Learning Activities and Traditional Lecture Classes An Adjunct Writing Instruction Assistant, The Computer; With an Illustration Classroom Software for ABC Analysis Utilizing Information Processing Technology to Enhance the Business Policy Simulation Experience Progressive Cases Realistic Job Previews Vs. Traditional Job Previews: Experiencing the Differences and Understanding the Consequences Investment Analysis Using the Pragmatic Multiplier Approach A Computer Simulation Interface for Competitive and Firm Analysis Self-Assessment of Ethical Decision Making Predispositions Preparing Managers for Overseas Assignments An Inquiry into Japanese Marketing: Workshop on Teaching Japanese Marketing The Performance Appraisal Feedback Interview: A Role Play for Human Resources Management Teaching Counselor Selling techniques Using Experiential Techniques to Teach International Topics International Management Simulation Gaming: Current Status and Future Developments A Realism Comparison of Simulation Technologies/Methodologies A Time-Efficient Game to Illustrate Concepts Taught in Management Courses and Management Development Programs Teaching the Management of Technology The Concept of Face and the Applicability of Experiential Exercises in an Oriental Culture's