Business Simulation and Professional Development
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Topic Overview – Today’s business simulation industry
Learning Outcome:
LO.1 explain the theory and practice of businesses (COI, CID, SID)
LO.2 describe a range of current problems and changes that organizations face in being successful (COI,
CID, IC, SID).
LO.5 students will discuss good practice for organization success (COI, CID, SID).
LO.6 undertake a critical audit of skills and capabilities for a professional career and identify areas
required for improvement (COI, CID, EID).
1.Introduction
Corporations, management education and development consulting firms, and collegiate business
programs use simulations to train and to teach (Faria, 1987, 1998). These simulations support three
types of education programs—learning how to use prepackaged information technology such as SAP
(Systems, Applications and Products in Data Processing).
The computer-based business simulation industry is nearly 50 years old. Nevertheless, it is undergoing a
remarkable transition. The advent of e-learning is creating the potential for exceptional growth of
computer-based simulations. Simultaneously, new technologies for modeling industries, markets, firms,
and business processes are emerging. These technologies come from research in computational fields of
science such as artificial intelligence and optimization. The “traditional” modeling technologies,
associated with the industry’s earliest years, are based on systems of formulate derived from
economic/business modeling and system dynamics. Enticed by the growing market and technological
opportunities, new suppliers are now entering the industry, and they are bringing new products, business
models, and professional management to the field.
2.Simulation types
When considering business simulation technologies, there are basically three types of business
simulations currently in use—computer-based simulations, board games, and behavioral simulations.
2.1Computer-based simulations
Computer-based simulations are usually firm or industry business games. In these games, players learn
by managing a simulated firm, most often within a competitive industry or environment. Learners make
decisions usually but not exclusively by allocating resources. The simulations can focus on the firm’s
internal mechanics/ dynamics, its interaction with its environment, or both. In some games, decisions
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focus on a particular business function or analysis. For example, Knowledge Dynamics’s TANRO
simulation teaches breakeven analysis. Alternatively, simulations can span many business functional
areas such as marketing, finance, product design, sales, and human resources.
2.2 Board games
Most business board games simulate enterprise operations. These games typically entail a game board,
game pieces, and cards. The board, for example, might have areas for orders, inventory, business
investments, and liabilities. Game pieces represent objects that flow to and from or through the company
such as cash, inventory, and customers. Game cards initiate both normal and change events that involve
customers, management, and the business environment. In these games, learners manage a company
by moving game pieces around the board. Board games have certain advantages that are absent from
computer-based simulations. Learners can watch business operations and dynamics as the game pieces
illustrate them. In contrast, with most computer-based simulation, learners observe dynamics by
analyzing tables and graphs.
2.3 Behavioral simulations
Behavioral simulations or experiential exercises have their participants act out a situation. The
circumstance could be related to a business situation, but many are set in other environments.
Participants can role-play or play themselves. These exercises can address a variety of issues such as
leadership, teaming, sales, negotiations, ethics, and understanding different cultures. Examples of
behavioral simulations include LOOKING GLASS INC. from the Center for Creative Leadership and
BAFA-BAFA from Simulation Training Systems.
3. Business practices
Several business practices, as described in the following, are increasing the demand for business
simulations (Summers, 2004):
• Globalization, new information technologies, and new business processes are changing business
practices. Training has become an indispensable part of adaptation and change.
• Leaner, flatter organizations have fewer apprenticeship positions; consequently, companies must train
managers via institutionalized methods.
• Strategic alliances are essential for business success and are occurring with everincreasing frequency.
However, they are difficult to manage, so companies are using training to help make alliances successful.
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• Globalization and the Internet have made industries more competitive. This creates a harsh business
environment where companies cannot rely on oligopolistic margins, protected markets, or market
dominance to remain profitable. To profit, they must innovate. Successful innovation requires leadership,
teaming, project management, effective strategy, and good risk management. All of these responsibilities
require training managers and knowledge workers. Training has become a prerequisite for success.
4. New training technologies
New business simulation technology is transforming the industry by endowing learning technologies with
new qualities. The three most important new qualities are described next (Summers, 2004).
-Customized simulations. Previously, most customers had to choose between off the-shelf and custom-
made simulations. Custom-made simulations were expensive, therefore only the largest companies could
afford them. With object-oriented designs and software libraries, suppliers can now customize their off-
the-shelf simulations to fit customers’ needs while maintaining lower prices.
-Specific knowledge. As used herein, specific knowledge addresses a particular task, such as reading
financial statements. In contrast, general knowledge denotes skills that are not attached to a specific
task, such as leadership and teamwork. Most of the industry’s traditional products teach general
knowledge, whereas many of the new technology simulations teach specific knowledge. Teaching
specific knowledge increases demand by tightly associating simulations with specific needs. This also
allows for more reliable estimates of the rates of return (ROIs) and the costs/benefits realized from
training investments. The need for these calculations was expressed by Wexley and Baldwin (1986) and
in studies by Cascio and Gilbert (1980), Mathieu and Leonard (1987), and Urban, Ferris, Crowe, and
Miller (1985).
-Learner-controlled learning. The new technology can deliver learning environments to any computer.
These educational programs are designed for individually paced play so learners can engage in the
experience when they wish rather than waiting for a group meeting. As a result, learners can learn
anywhere, anytime, and at their own pace, which is known as an asynchronous learning environment.
This is different from the common type of distance learning that is batch processed or synchronous in
nature. With learner-controlled environments, learners can integrate learning into their work. For
example, a salesperson can practice a sales technique the morning before a sales call. A marketing
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manager could learn to estimate the ROI of a marketing initiative while working on a new proposal. This
quality, called learning on demand, offers immense potential.
5. New applications
Business simulation technologies have energized the industry with new companies, capital, and
management. The new companies are expanding their simulations into new markets, and customized
simulations are leading the way. New markets include business-to-business sales, change management,
consultative selling, customer service, e-business, legal knowledge, supply chain management, and
telemarketing to name a few New applications Business simulation technologies have energized the
industry with new companies, capital, and management (Summers, 2004).
The new companies are expanding their simulations into new markets, and customized simulations are
leading the way. New markets include business-to-business sales, change management, consultative
selling, customer service, e-business, legal knowledge, supply chain management, and telemarketing to
name a few. Some simulation companies are already partnering with e-learning companies, and some e-
learning companies are developing simulation products of their own. Still, significant hurdles remain.
There are legitimate questions such as whether simulations can become price competitive with other e-
learning offerings. As per Summers (2004), during the late 1990s, the industry was introduced to several
innovations based on new technologies, including the following:
1. computer-based behavioral simulations featuring the use of decision trees and agent based
simulations;
2. computer-generated feedback on learners’ decisions via artificial intelligence;
3. supplementary learning materials such as tutorials, case studies, reference materials, exercises, and
multimedia application tools;
4. advanced computer-user interfaces employing video game–quality graphics, natural language
processing, and voice recognition technology. Decision trees, agent-based simulations, artificial
intelligence, natural language processing, and voice recognition technology all come from research in
computational science fields.
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5.1 Decision trees
Although decision-tree simulations have existed for some time, their use is increasing dramatically.
Decision trees enable a learner to engage single-handedly in a behavioral simulation. The computer
presents the learner with a situation that includes several computer-controlled characters. The situation
has a story and a goal, and the learner must converse with the characters to achieve the goal. For
example, the learner plays a customer service representative at a department store. The software
presents the learner with several customers having questions about the store’s merchandise. The learner
must “talk” to the characters and try to resolve their issues while making sales (Summers, 2004).
5.2 Agent-based behavioral simulations
An agent is an object in a simulation that has the ability to determine its own behavior. It has properties
that determine its state, and it has artificial intelligence that determines its behavior given its internal state
and external inputs from its environment. An example would be a simulated competitor or company in an
industry simulation. The simulation mimics the entity with a software object that has properties such as
capital, a production function, and sales offices. The entity also has artificial intelligence governing how
these properties act and interact with each other. The agent concept is not new. However, several
simulation companies are using them to represent people in behavioral simulations. When used this way,
the agents are called virtual agents, virtual characters, or virtual people, and they can be complex.
Depending on the simulation, each virtual person could possess various decision-making models,
embrace different change management strategies, and feature different reactions to group dynamics,
leadership styles, sales techniques, or team decision-making practices. The qualities of these virtual
people are incorporated through their artificial intelligence. In behavioral simulations, the learner “speaks”
to a virtual person. The virtual person receives this input, processes it within the artificial intelligence
governing its behavior, and reacts with an action and/or a verbal response. This interaction is free in its
form. Rather than being guided by a predesigned structure, such as a decision tree, the conversation
evolves as the agent and learner respond to one another (Summers, 2004).
6. Computer-generated feedback
Providing feedback and coaching with simulations has always been problematic. In a seminar or
classroom setting, the facilitator or instructor provides feedback. Unfortunately, a facilitator’s attention is
limited because all learners cannot be observed and answered all the time. Other situations are even
more problematic such as when the learner is pursuing a course or training program via distance
education. To overcome these problems, suppliers have developed mechanisms for providing learners
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with feedback based on their decisions. The feedback is available on request throughout the entire
simulation. This feature is compelling. Its use is growing, and some suppliers use their complex feedback
technology as a key selling point. How does a simulation provide personalized feedback on demand? It
depends on the simulation technology. Decision-tree simulations. Providing feedback with decision-tree
technology is fairly simple. The simulation associates or bundles a critique and advice with each node.
When a learner requests feedback, the simulation identifies the learner’s place in the tree and presents
the feedback associated with that node. A simulation can also analyze the path and present feedback
based on the result. For instance, the simulation might compare a learner’s chosen path with the optimal
path. ABBS and traditional technology computer-based simulations. Providing personalized feedback
with these simulations is problematic. The simulations’ dynamics cannot be predicted, and the number of
simulation states is so large that feedback modules cannot be assigned to each one. In this case, artificial
intelligence can come to the rescue. To provide personalized feedback, these simulations contain a
databank of critique and advice. Artificial intelligence analyzes the simulation as it evolves and selects
feedback modules from the database. Sometimes, the simulation presents the feedback through an
animated character that acts as a personal coach and advisor (Summers, 2004).
7. Qualities of the new technology products
This section describes the advantages of the new products and the difficulties they must overcome if they
are to obtain widespread adoption. In doing so, it primarily focuses itself on the corporate market,
although much of what is presented here applies to the academic market as well. When considering how
the industry’s new products will be accepted, one must consider how customers use the traditional and
the new technologies. With the traditional technology, the company’s human resources department
usually organizes the training or management development program. The department selects the
learning content and determines the where, how, and when training will occur, although the firm’s internal
client group is consulted. Most of these training programs are classroom based. Employees receive
preparation materials to complete a few days before attending the seminar. The seminar begins with a
company executive presenting the latest initiative, followed by an expert who lectures and leads the
participants through the methods chosen by the training department. The expert concludes with a
debriefing to reinforce and generalize the lesson(s) and ideas associated with the method. Finally,
participants are often asked to complete a written exercise, after which they return to work with a folder of
seminar materials. Unfortunately, with many programs the materials sit unused on an office shelf. Months
later, the participants might use what they learned—if they remember the lesson(s) or where they left the
materials. In this example of the application of the new technology, the human resources department
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purchases an annual subscription to a simulation with its constantly updated supplementary materials.
These products are customized to meet the company’s needs. They are delivered via the firm’s local area
network (LAN) or the Internet so that learners can access them individually at any time. Under this
selfpaced asynchronous system, the learner decides when and where learning takes place. While using
the simulation, learners receive artificial-intelligence-generated expert advice based on their decisions.
The artificial intelligence also directs learners to supplementary materials. This type of simulation-based
learning system has several advantages, but there are also impediments to its diffusion (Summers,
2004).
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References
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Huseman (Ed.), Proceedings of the 40th Annual Meeting of the National Academy of Management (pp. 95-
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Faria, A. J. (1987). A survey of the use of business games in academia and business. Simulation & Games,
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Faria, A. J. (1998). Business simulation games: Current usage levels—A ten year update. Simulation &
Gaming, 29, 295-308.
Mathieu, J. E., & Leonard, R. L. (1987). Applying utility concepts to a training program in supervisory skills: A
time-based approach. Academy of Management Journal, 30, 316-335.
Summers, G. J. (2004). Today’s business simulation industry. Simulation & Gaming, 35(2), 208-241.
Urban, T. F., Ferris, G. R., Crowe, D. F., & Miller, R. L. (1985). Management training: Justify costs or say
goodbye. Training and Development Journal, 39(3), 68-71.
Wexley, K. N., & Baldwin, T. T. (1986). Management development. 1986 Yearly Review of Management, 12,
277-294.