Playing a business game needs to be both educational and entertaining. Thus, evaluation of the experience of playing games needs to incorporate both effective and affective dimensions. This experiment compared the experience of playing the conventional MIT beer game with a prototype electronic version, which had been developed to reduce the complexity and costs associated with the original game. It suggested design enhancements in terms of effective and affective dimensions of play.
Content
Author and article information
Contributors
Nicola Millard
Rosalind Britton
Conference
Publication date:
September
2007
Publication date
(Print):
September
2007
Pages: 1-3
Affiliations
[0001]British Telecommunications PLC
Adastral Park
Martlesham Heath, Ipswich, U.K.