2019
DOI: 10.14434/josotl.v19i5.24276
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Fame and Fortune: Developing a Simulation Game for the Music Industry Classroom

Abstract: This study documents the development of a classroom game simulating the effects of contractual arrangements on the economic relationships between artists, record labels, and consumers. The game was tested with multiple revisions in classroom settings over a period of three years by using surveys, interviews, session videos, and teacher observations. Using the approach of Grounded Theory, observations and insights were extracted from the collected data with the goal of identifying effective strategies for devel… Show more

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Cited by 2 publications
(8 citation statements)
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“…With respect to interventions detailed in Table 4, they can be classified in three different ways. First, a number of simulation games are board games, where students play by moving small objects around on a board [20,21,23], whereas other simulation games are digital, taking advantage of the great development that has taken place in recent years in information and communication technologies [10,11,[17][18][19][22][23][24][25]33]. Additionally, we can find simulations carried out on the whole company [10,11,[19][20][21][22]33], on a functional area of the company (such as finance) [17,23,24], or on a specific area (such as communication) [23,25].…”
Section: Article Analysismentioning
confidence: 99%
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“…With respect to interventions detailed in Table 4, they can be classified in three different ways. First, a number of simulation games are board games, where students play by moving small objects around on a board [20,21,23], whereas other simulation games are digital, taking advantage of the great development that has taken place in recent years in information and communication technologies [10,11,[17][18][19][22][23][24][25]33]. Additionally, we can find simulations carried out on the whole company [10,11,[19][20][21][22]33], on a functional area of the company (such as finance) [17,23,24], or on a specific area (such as communication) [23,25].…”
Section: Article Analysismentioning
confidence: 99%
“…First, a number of simulation games are board games, where students play by moving small objects around on a board [20,21,23], whereas other simulation games are digital, taking advantage of the great development that has taken place in recent years in information and communication technologies [10,11,[17][18][19][22][23][24][25]33]. Additionally, we can find simulations carried out on the whole company [10,11,[19][20][21][22]33], on a functional area of the company (such as finance) [17,23,24], or on a specific area (such as communication) [23,25]. Finally, there are games where students can compete in groups against other students [10,11,[17][18][19][20][21][22][23]25,33], whereas other games can only simulate competing against the computer [23,24].…”
Section: Article Analysismentioning
confidence: 99%
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