SUMMARY COMMENTS QUANTITATIVE APPLICATIONS OF GAMES Simulations, Games and Experiential Learning Techniques: Volume 1, 1974 313 SUMMARY COMMENTS QUANTITATIVE APPLICATIONS OF GAMES Geoffrey Churchill, Georgia State University If one thread ran through the presentations on quantitative applications of games, it was the effectiveness of the well-designed, well-utilized game as a propaganda device. Note that the term “propaganda” is being used here in the denotative sense of propagation of principles, rather than in the connotative sense of the big lie technique. Another aspect of the same point is that the quantitative applications presented showed games being used as a linking pin, an interface, between the elegance of theory and the chaos of reality. Given the context of propagation of a connection between theory and reality, it becomes possible to see the individual projects presented as a variety of routes to very comparable ends. Kyle Reed uses Production Scheduling Simulation to bring students down from the compact scheduling theory of textbooks to the hard and dirty work of producing viable, implementable production schedules. At a much lower level of quantitative sophistication, Jeff Churchill stressed the use of Decision mathematics øperational Game in such a way as to bridge the theory-reality gap without overburdening either student or instructor. Arthur Nichols uses a SINQ assignment set to focus attention on critical modeling applications issues such as parameter development and sensitivity testing. Henry Sims also uses SIMQ, but shifts the focus toward helping students to discover an appropriate intermixture of quantitative models and heuristic reasoning. Roscoe Davis, in the only industrial application presented, showed how games were used to gain acceptance for improved scheduling and line balancing procedures in a plant situation where resistance had previously been encountered. As can be seen from reading the papers, all of these applications stress a move in the quantitative area from mathematizing toward decision aids in complex environments. Table of Contents Volume 1, 1974 Long Live Your Business Game Marketing In Action In Collegiate Education How to Create Your Own Business Game with Imaginit The Design, Conduct and Evaluation of a Computerized Management Game as a Form of Experiential Learning Experiential Learning: Conceptualization and Definition The Teaching Potential of a Structured Experience The Lecture versus the Game Tracking the Elective: Student-Goal Oriented Education The Use of Internal and External Assignments with a Marketing Simulation Game Constructing Mini-Courses to Supplement Business Simulations A Video-Tape/Computer Learning Experience A Collective Bargaining Negotiation Simulation: Settle or Strike Simulation in Personnel Administration Introduction to Pablum: A public Administration Game Enrichment of a Multi-Functional Game through Dynamic Overlays and Intensive Decision Analysis An Orientation to the Oklahoma Farm Management Game A Description of INTSTRAT: A Game of Investment Strategy DØG: A Decision Mathematics Game The Use of Production Scheduling Simulation in a Production Planning and Control Course Interactive Gaming: A Production Example Marketing Interaction: A Marketing Management Game ADMAG I: An Advertising Management Game Meeting the Decline in College Enrollments Using the Money Game in the Classroom Training Salesmen with The Sales Management Game Smith Management Game (BUSOP) The Business Game: A New Approach to Managerial Accounting Administration: The Key to a Successful Gaming Experience Simulation: A Frustration, A ‘Game’, or a Meaningful Experience Using Complex Simulations in Policy Courses in Institutions with Limited Resources Flexibility in Simulation Design for Continual Student Motivation A Terminal Keyboard Experience in Executive Gaming Application of Theory and of Computerized Grading in Management Simulation The Executive Education Experience Using the Toronto Management Game Experiences with the Harvard Management Game Managing the Dynamic Small Business Via Simulation The Use of Business Game and a Simulated Stock Exchange in a Business Policy Course Managerial Strategy and Systems - An integrative M.B.A. Course SIMQ, A Business Simulation Game for Decision Science Students: Towards a Total Gaming and Teaching Package The Use of Simulation in a Financial Planning Course Simulation as a Supplementary Learning Experience in Marketing Principles Intercollegiate Business Gaming: The State of the Art Intercollegiate Business Gaming from a Participant's Viewpoint Correlates of Satisfaction, Learning and Success in Business Gaming A Student' s View of Leadership Training with a Two-Level Hierarchy, Two Course Simulation Autocratic versus Democratic Decision Making: The Executive Game as an Experiment Identifying Potential Game Participants Assessment Centers Selection Based on Simulation Business Games in the Process of Management Training in Israel and the United States Evolution and Flexibility in Business Gaming Quantitative Applications of Games Growing Emphasis on Implementation Debits and Credits: First National ABSEL Conference