By firstly reviewing current literature on business simulation gaming and IT-based BSGs, this thesis will provide an overview on the usage of IT-based BSGs at present. After that, several selected potential concepts and technologies will be studied to discuss how they can affect the future of IT-based BSGs.
In the first chapter, before going to any of the two main questions, basic knowledge on IT-based BSGs will be provided. Additionally, the chapter also introduces their general features, the standard process of deploying them in practice and the standard architecture of current IT-based BSGs. After that, the following two chapters will answer the questions correspondingly. Chapter 3 will focus on the current usage of IT-based BSGs. Each of the application fields and the concrete usage purposes in each field will be presented. In addition, actual and relevant examples will also be presented to demonstrate them. Chapter 4 will proceed with the second question, on the potentials of specific concepts and technologies for the future development of IT-based BSGs. The chapter will be divided into two parts, with the first concentrating on the concepts and the second on the technologies. The last chapter, the discussion, will summarize and discuss the findings in the previous chapters
Table of contents
List of figures
List of abbreviations
1. Introduction
2. Basic knowledge
2.1 IT-based business simulation games
2.2 General features of IT-based business simulation games
2.2.1 Content
2.2.2 Immersion
2.2.3 Interactivity
2.2.4 Communication
2.3 Standard process of using IT-based business simulation games
2.4 Standard architecture of IT-based business simulation games
3. Current usage of IT-based business simulation games
3.1 IT-based business simulation games in education and training
3.1.1 Teaching basic knowledge
3.1.2 Teaching cross-functional understanding within the business
3.1.3 Training technical skills
3.1.4 Training social skills
3.2 IT-based business simulation games in experimental research
3.2.1 Economic research
3.2.2 Organizational and leadership study
3.2.3 Psychological research
3.3 IT-based business simulation games in business practice
3.3.1 Forecasting in strategic planning
3.3.2 Employee assessment and recruitment marketing
4. Potentials of IT-based business simulation games
4.1 Potentials concepts for IT-based business simulation games
4.1.1 The serious game concept
4.1.1.1 Introduction to the serious game concept
4.1.1.2 Serious game and IT-based business simulation games
4.1.1.3 Usage, benefits and issues
4.1.2 The role-playing concept
4.1.2.1 Introduction to the role-playing concept
4.1.2.2 Role-playing and IT-based business simulation games
4.1.2.3 Usage, benefits and issues
4.2 Potential technologies for IT-based business simulation games
4.2.1 The real-time data technology
4.2.1.1 Introduction to the real-time data technology
4.2.1.2 Real-time data and IT-based business simulation games
4.2.1.3 Usage, benefits and issues
4.2.2 The dialog system technology
4.2.2.1 Introduction to the dialog system technology
4.2.2.2 Dialog systems and IT-based business simulation games
4.2.2.3 Usage, benefits and issues
5. Discussion
Bibliography
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