Perspectives on a New Generation of Business Games

Authors

  • Joseph Wolfe

Abstract

Rapid advances in the technologies available to business game designers have been made. The business gaming movement, from a technological standpoint, has moved through a number of logical transitions from its mainframe origins in the late-1950s to relatively administrator-friendly personal computers (PCs) in the mid-1980s (Wolfe and Teach, 1987). In their most recent incarnations various PC-based games have also attempted to capitalize on the computer’s interactive qualities through the creation of “what--if” scenarios, “electronic spread-sheets” and sales and demand forecasting routines. While these efforts are admirable it is believed they fall far short of what can be accomplished through what has become the new standard in personal computing power.

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Published

1996-03-06