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Calling Time: An Effective and Affective Evaluation of Two Versions of the MIT Beer Game

机译:调用时间:对两个版本的麻啤酒游戏有效和情感评估

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Playing a business game needs to be both educational and entertaining. Thus, evaluation of the experience of playing games needs to incorporate both effective and affective dimensions. This experiment compared the experience of playing the conventional MIT beer game with a prototype electronic version, which had been developed to reduce the complexity and costs associated with the original game. It suggested design enhancements in terms of effective and affective dimensions of play.
机译:播放商业游戏需要成为教育和娱乐。因此,对玩游戏的经验的评估需要融合有效和情感的尺寸。该实验比较了使用原型电子版本的传统麻省理工学院啤酒游戏的经验,这已经开发出来,以降低与原始游戏相关的复杂性和成本。它提出了在戏剧的有效和情感方面方面的设计增强。

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