Serious Play: On-Line Game "MANAGE-ART” Page 3 - Developments in Business Simulation and Experiential Learning, volume 40, 2013 ABSTRACT On-line game “Manage-Art” is a game to determine the affectivity of group decision making versus individual deci- sions. The game employs a specific situation in which par- ticipants have to make decisions and solve the given situa- tion in two phases, individual and by teams. The objective is to teach the importance of the decision-making process in companies and the value of teamwork in decision- making. DESCRIPTION OF THE GAME People at all times can be involved into a complex decision to make and organizations have to seek daily to take correct and better decisions. This way in the recent years the use of teams to take decisions within organiza- tions has increased. Manage-Art is an on-line game to determine the affec- tivity of group decision making versus individual decisions in daily situations. The game starts by reading the scenario of the game (A case of a company that has economic prob- lems) and the different alternatives that participants can choose to solve the presented problem. Participants must establish a sequence of alternatives that could solve the problem of the given situation. The alternatives of solution are given in cards (A to J), and par- ticipants can consult the alternatives at any time of the game by doing a double click on each card. To establish the sequence, participants have to move the cards into the emp- ty spaces (1 to 8) being number 1, the first alternative to be done to solve the problem. Two of the given alternatives should not be used. This is an individual phase, and partici- pants have 15 minutes to establish their own sequence. After the individual phase, participants are organized randomly in teams of 4 people and have 10 minutes to dis- cuss and analyze the given alternatives and the individual sequences, in order to obtain a common solution to the giv- en situation. Communication between participants is done through a chat. The environment of the team phase shows the moves of all team members, but each participant can only manipu- late his space. In the center of the screen the sequence of the group is shown, and it is determinate by consensus, that is, an alternative is established in a position of the group solution if the mayor part of the team members has the same. Individual and group results of the game are collected and entered into a matrix that qualifies the sequences when compared with the optimal. To obtain the results of the game a system of points was developed, with the purpose of obtaining a winner participant and a winner team during the game Finally individual, collective and optimal results are compared to establish differences, make a feedback and obtain conclusions of the individually and team decision making process ACKNOWLEDGMENT This work has been developed under a research Project directed by CINCO – Centro De Investigación y Consulto- ría Organizacional, a Research Group affiliated with the Universidad Nacional de Colombia, Medellín Campus. SERIOUS PLAY: ON-LINE GAME “MANAGE-ART” Miguel David Rojas Universidad Nacional de Colombia mdrojas@unal.edu.co Juan Esteban Alis Universidad Nacional de Colombia jealisr@unal.edu.co Laura Marcela Londoño Universidad Nacional de Colombia lmlondonov@unal.edu.co Table of Contents Volume 40, 2013 Leo Investor SERIOUS PLAY: ON-LINE PEPULATOR SERIOUS PLAY:ON-LINE GAME "MANAGE-ART" The Game Within the Simulation Game the Research Method Concept and Project With Game Design Implementation Managing Human Resources Simulation Rising Stars: A Study of Creativity as Experiental Learning in County Government Why do Gen Y Students Study Abroad? The Relationship Between Individual Growth and the Intent to Study Abroad Our Favorite Assignment: The In-Basket Activity Mirror-Mirror: How Can We Better Understand Our Consumption Behavior? Reflective Thinking, Writing and Imagery as Tools to Better Understand Abstract Marketing Concepts Increasing Intuitive Decision Making Speed and Accuracy by Further Understanding Intuitive Decision Making Using Emotional Means Group Exams: Are they Relevant and Reliable as a learning Tool? Integrative Learning: Exploring Opportunities in Business Simulations Simulated Tabletop Exercise for Risk Management - Anti Bio-Terrorism Multi Scenario Simulated Tabletop Exercise Simulated Tabletop Exercise for Electric Power Saving Management in a Small Organization Merging the Case Method and Simulation in Management Education: Is it Possible? Experiential Learning in Accelerated Human Resource Management Courses Digital Game Building as Assessment: A Study of Secondary Students' Experience Using an Investment Fund Simulation Integrated with a Business Game Creating Simulation Conditions Based On Real World Data Simulation Games in Training New Management Methods A Summary Overview of Cultural Differences in Higher Education Innovations And Future Directions In Education: Case Review For Best Online Teaching Practices An Implicit Measure of Forecasting Accuracy Immediate Feedback and Assessment Technique (IF-AT) testing forms: An overview of the tool and uses Teaching Secondary Mathematics: Pre-service Teachers' Digital Game Design, Pedagogy and 21st Century Skills Follow The Leader II Business Simulations: From Punch Cards to Web-Based University Engagement: Good Neighbors Budget Allocation Exercise Customizing Business Simulations: An Exploration and a Hierarchy A Review of the Simulation Research in the Academy of Management Journal: Suggestions for Strengthening the Research Conducted by ABSEL Members ABSEL Reflections: 40 Years Of Excellence, Now Going Forward How Many Options do Multiple-Choice Questions Really Have? The Management/Accounting Simulation Now 100% Web-based Design, Server Side Programming, and Implementation A Large-Scale Game Test of Early-Determined Game Finishes Large-Scale Business Games for Assurance of Learning Purposes The Gamification Of Education OB Simulation: A Hands-On Demonstration Converting Simulations for the Online Environment: The New Ginseng Game Repositioning Brands with the Web-Based Product Positioning Map Graphics Package Implications of Regulatory Focus Theory for Simulation and Experiential Learning Riskware: A Game for Teaching Software Project Risk Management Teamwork for Decision-Making Through Games: The Case of On-Line "Manage-Art" Virtual Pepulator, a Model for Teaching Negotiation Small-Scale Business Games for Assurance of Learning Purposes Incorporating Intellectual Property Issues into a Business Simulation© Nationalization and Privatization in a Computer-Assisted Business Game An Investigation of the Relationship of Plan Quality, Forecast Accuracy and Earnings Performance Under Equal and Unequal Starting Positions in Marketing Positions in Marketing Simulations Measuring the Performance Ranking Curve in Marketing Simulation Games The Effectiveness of SDM Method in Business Simulation Game 40 years of Brazilian S&G - Analysis and Perspectives Accounting For Externalities: Harnessing The "Face-In-The-Mirror" Phenomenon The Role Of Simulations In Organizational Learning: Building Individual Absorptive Capacity Assessing Project Management as an Academic Learning Outcome (ALO) At the Inflection Point: Designing Army Assessments "Economics in Practice" A Simulation Game for High School Students Teaching the Basics of Economics and Entrepreneurship Fueling the Force: Exploring Leader Priorities Implementing Mental Models: Extending Insight and Whole Person Learning Using Business Simulations To Introduce Business Concepts