2000
DOI: 10.1007/978-0-387-35506-1_10
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Simulation Games in the Project Management Environment

Abstract: The paper describes and analyses the experiences obtained in the development of PROSIGA and TRAINER games in the project management environment. The benefits of using simulation games are presented, as well as the outlooks for further work with this type oftools. Different aspects of the games development process are commented and specifically the overall effort involved is exposed.

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Cited by 5 publications
(4 citation statements)
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“…the presentation of the game scenario. This new version is more user-friendly in terms of error messages, menu designs, and help options (Cano et al 2000).…”
Section: Development Of the Simulation Gamementioning
confidence: 99%
“…the presentation of the game scenario. This new version is more user-friendly in terms of error messages, menu designs, and help options (Cano et al 2000).…”
Section: Development Of the Simulation Gamementioning
confidence: 99%
“…Experiential teaching methods such as business simulation games, role‐plays, and active cases have been applied in a wide variety of business education settings and have focused on a wide range of issues in both manufacturing and service contexts (Riis et al , 2000). These include simulated candy‐stores to teach accounting students about the revenue cycle (Hayes and Reynolds, 2005); using live cases to teach students about environmental sustainability and the impact of company actions (Truscheit and Otte, 2004/2005); computer simulations to link OM to financial management concepts (Thorsteinsson, 2000); utilising co‐operative role plays to highlight the need for information sharing in quality standards and procedures to managers (Zgodavova and Kosc, 2001); using a business simulation to teach change management (Taskinen and Smeds, 2000); role plays to teach students about customer relationship management (Mummalaneni and Sivakumar, 2006); and simulation games for project management (Cano et al , 2000).…”
Section: Conceptual Developmentmentioning
confidence: 99%
“…Starting points of reflection often arise from the patient’s identification with in-game characters. In fact, video games act as “subjectivation machines” [ 102 ] as they encourage the patient to simulate, adopt or temporarily experiment with different identities and points of view, thus preparing them to apply similar techniques in the real world [ 103 ]. The fourth phase, therefore, involves a transformation of the patient’s outlook on life and the creation of new effective strategies [ 104 ].…”
Section: Therapeutic Process In Video Game Therapy and Toolsmentioning
confidence: 99%
“…However, VGT ® can represent a more efficient technique than enactment based on imagery and artistic performance, although maintaining similarities with improvisation theater [ 135 ]. As previously stated, patients’ identification with in-game characters encourages them to explore different identities and points of view [ 103 ], leading them to experiment with novel emotions. Once made apparent, these feelings can transform the patient’s previous perceptions of themselves, their surrounding environment, and their reasoning on past events.…”
Section: The Foundation Of the Individual Psychoanalytic Therapy Appl...mentioning
confidence: 99%