Since the American Management Association introduced the first practical business game in 1957, the use of business games has risen rapidly. Little research has been conducted, however, to determine what games teach, what variables may influence gaming decision-making and performance, and so on (Greenlaw and Wyman, 1973).In this study, we hypothesized that one of the key variables influencing the quahty of game decision-making is the amount of information provided game players. &dquo;Amount of mformation&dquo; was defined as the quantity of data and reading material available to players relevant to making game decisions. &dquo;Quality of decisions&dquo; was measured in terms of: (1) numerous standard business performance measures (e.g., ROI and ROE), and (2) &dquo;logical&dquo; measures of decisions made in light of game rules and constraints. It can be inferred from the size of players' manuals that game designers have often assumed a direct, positive relationship (up to a point) between the amount of information available to players and the quality of decisions and performance in game play. The game we studied-FINANSIM: A Financial Management Simulation (Greenlaw and Frey, 1967)-provides a 200-page text learning package including