This paper demonstrates the possibility of developing genotypical games that are fun to play, that are easy to run, that enable students to practice skills, and that are suitable for use as a medium of research. Blocks & Chips is such a game. The game is essentially an extended role-play. Players engage in entrepreneurial activities, and are assisted by interactive computer programs that simulate the game, that track the flow of funds, and that keep books. Players are both consumers and producers. As consumers, they purchase chips, the bases of scores. As producers, they participate in one or more of five industries (mining, chip manufacturing, block manufacturing, construction, and banking) essential to the game. Goods are represented by drawn pieces of paper of various sizes. Manufacturing is accomplished by gluing certain pieces of paper to other pieces of paper. The buying and selling of goods are done face-to-face. Feelings arising from unrestricted face-to-face interactions make the game genotypically real.


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    Titel :

    Blocks & Chips: A Computer-Assisted, Genotypical Entrepreneurial Game


    Beteiligte:

    Erscheinungsdatum :

    1982-03-13


    Anmerkungen:

    Developments in Business Simulation and Experiential Learning: Proceedings of the Annual ABSEL conference; Vol. 9 (1982): Developments in Business Simulation and Experiential Excercises


    Medientyp :

    Aufsatz (Zeitschrift)


    Format :

    Elektronische Ressource


    Sprache :

    Englisch


    Klassifikation :

    DDC:    629







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