The Game of the Computer Industry: A Classroom Game of Competition Simulating the Computer Industry from 1980 to 1995
Abstract
This article introduces a game for classroom use based on a simplified model of the computer industry from 1980 to 1995. It was designed for a four-hour session, in a classroom, with up to thirty participants, but preferably with around sixteen participants.
The model simulates a production capacity that grows faster than demand and therefore leads a change in the strategy from quantity to quality.
The model is very simple to give the students a better view of the possibilities, and yet the possible combinations are so many, that no two games will be the same.
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Published
2022-08-09
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Copyright (c) 2017 Developments in Business Simulation and Experiential Learning
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