DEMONSTRATION OF ADVANCED FEATURES IN COMPUTER-ASSISTED GAMING OF INTERNATIONAL BUSINESS Developments in Business Simulation and Experiential Learning, Volume 29, 2002 Demonstration of Advanced Features in Computer-Assisted Gaming of International Business Thavikulwat, Precha Towson University pthavikulwat@towson.edu Basic considerations for computer-assisted gaming of international business were discussed earlier by Thavikulwat (1995) and a business gaming simulation that incorporated these features has been demonstrated at previous ABSEL meetings (Thavikulwat & Chang, 1995, 1999). Since the last demonstration, new computer-assisted features have been added and the gaming simulation has been ported from the DOS to the Windows operating environment. The difference between DOS and Windows may appear to have little significance for business gaming simulations, because these simulations generally do not require much interaction between participant and computer. Most are computer-controlled, and not computer-assisted (Crookall, Martin, Saunders, & Coote, 1986). They allow for high participant interaction but low participant control. Administered for only a few decision cycles, generally four (Rollier, 1992) to sixteen (Anderson & Lawton, 1992), participant-computer interaction is generally limited to the batched entry of from half a dozen to a few dozen decisions in each cycle. Thus, the advantage of Windows over DOS is generally of little operational consequence, setting aside marketability considerations. In the case when the gaming simulation is more computer-assisted than computer-controlled, however, participants will interact frequently with the computer to exercise the control that they have. In these situations, the number of decisions permitted of each participant is virtually boundless, limited only by the time that the participant can spend with the computer. Thus, a price set in one instant can be changed in the next instant, depending on the decisions of competitors. The computer assists, it does not control. If John sets a price of $100 and Jill follows with a price of $90, John, noticing Jill’s price may lower his price to $85, and so forth. Thus, one decision-entry field does not mean one decision a period, but as many decisions of that category as each participant cares to make in the time available for working with the computer. With increased interaction between computer and participant, the advantages of Windows over DOS become more consequential. These advantages include the ability to present more information in a more attractive and better- organized way, and to hyperlink with ease to related sets of information residing on the same or on different computer systems. This demonstration will show how the advantages of Windows are manifested in computer-assisted, international-business gaming simulation. The organization and display of information that simulation participants see will be presented, and the procedure for hyperlinking to related materials within the system and on the Internet will be demonstrated. Experiences with the administration of the gaming simulation will be shared. REFERENCES Anderson, P. H., & Lawton, L. (1992). A survey and methods used for evaluating student performance on business simulations. Simulation & Gaming: An International Journal, 23, 490-498. Crookall, D., Martin, A., Saunders, D., & Coote, A. (1986). Human and computer involvement in simulation. Simulation & Games: An International Journal, 17, 345-375. Rollier, B. (1992). Observations of a corporate facilitator. Simulation & Gaming: An International Journal, 23, 442-456. Thavikulwat, P. (1995). Computer-assisted gaming of international business. Developments In Business Simulation & Experiential Learning, 22, 67-73. Thavikulwat, P., & Chang, J. (1995). Intelligent assessment instruments: DEAL, GEO, and CEO. Computerized demonstration at the 22nd Annual Meeting of the Association for Business Simulation and Experiential Learning, San Antonio, TX. Thavikulwat, P., & Chang, J. M. T. (1999). Simulation of government: A workshop using GEO. Workshop presentation at the 26th Annual Meeting of the Association for Business Simulation and Experiential Learning, Philadelphia, PA. 21 mailto:pthavikulwat@towson.edu Table of Contents Volume 29, 2001 Threshold Marketer A Family Of Marketing Simulations: Basic Marketer And Advanced Marketer Team Mode And Solo Mode Globalization As An Extended Experiential Exercise The Benefits And Planning Considerations Of Short Term Study Abroad Programs How 2 Setup Your Office Computer To Run Linux For Teaching E-Commerce Without Messing Everything Else Up Incorporating Cosmopolitan-Related Focus-Group Research Into Global Advertising Simulations Demonstration Of Advanced Features In Computer-Assisted Gaming Of International Business A Comparison Of Discrimination-Based Versus Conventional Simulation Game Scoring A Universal Mathematical Law Criterion For Algorithmic Validity The Impact Of Public Policy On Innovation: A Simulation Project For Research And Teaching Participant Identification Of Competitors In A Marketing Simulation Competition Simulation Research In The Hospitality Industry "Computer Simulation, Games And Roleplay: Drawing Lines Of Demarcation" Simulation Distribution Alternatives: Author/User Considerations Managing The Curiosity Gap Does Matter: What Do We Need To Do About It? Use Of External Interventions In A Computer Based Simulation Putting Service Learning Into Orbit It's A Wonderful Life: Simulating The Golden Years Adventures In Creating An Outdoor Leadership Challenge Course For An Emba Program Vbotz: A Pedagogical Cross-Disciplinary, Multi-Academic Level Manufacturing Corporate Simulation Use Of Computer Modeling In Management Accounting Is Simulation Performance Related To Application? An Exploratory Study Learning Cooperatively May Not Be Learning Collaborately! Perception Is Reality: Sharing Frames International Management Virtual Teamwork: A Simulation Financial Plan For Your Life And Career Goals Using Project-Based Experiential Learning Groups In The Principles Of Marketing Course Futures Course: Learning How To Anticipate The Future Of Business Interactive Online Strategic Market Planning With The Web-Based Boston Consulting Group (BCG) Matrix Graphics Package Strategy Learning In A Total Enterprise Simulation Investigation Of The Impact Of Decision Parameters For A Dutch Auction Simulation For Ipo Issues Integrating In-Class Learning With Out-Of-Classroom Experiences Through A Managerial Competency Development Framework War And Peace: Managing Students Learning Experience In A Competitive Simulation Game Virtually Experiential Classrooms Exercise: Conducting Role Plays Using Student Generated Cases Procedural Justice And Acceptance In Group Decision Making The E-Commerce Game: A Strategic Business Board Game Does Student Preparation Matter In A Simulation? A Comparison Of Pedagogical Styles The Game Of Business - A Weekend MBA Course Volume-Dependent Money Exchange Model For Gaming Simulations Implementing Service Learning For Accountants: The Not For Profit Project To Teach Vikings To Behave Among Mandarins: Lessons From Teaching With A Simulation Model Of Applied Business Ethics In International Management Maze Bright Teachers In The Classroom The Validity Investigation Of A Test Assessing Total Enterprise Simulation Learning What Makes Strategy Possible: An Illustration Using Paper And Scissors Learning Micro-OB Skills While Making Top Management Decisions In A Multinational Industrial Firm The Absel Research Heritage And The Bkl: Leveraging Their Value For Future Research New Product Development (Npd) Simulations: Some Challenging Questions And Tough Modeling Issues The Biofeedback Stress Test The Power Circle Exercise Total Enterprise Simulation Learning Compared To Traditional Learning In The Business Policy Course A Business Game Distance Education Application: Learning Outcomes And Experiences Is the Tobin's Q a good Indicator of a Company's Performance? A Critical Examination of the "Experiential" Premise Underlying BUsines Simulation Usage