Decision-Making in a Real-Time Business Simulation Game: Cultural and Demographic Aspects in Small Group Dynamics

Research output: Contribution to journalArticleScientificpeer-review

Researchers

Research units

  • University of Turku

Abstract

Simulated virtual realities offer a promising but currently underutilized source of data in studying cultural and demographic aspects of dynamic decision-making (DDM) in small groups. This study focuses on one simulated reality, a clock-driven business simulation game, which is used to teach operations management. The purpose of our study is to analyze the characteristics of the decision-making groups, such as cultural orientation, education, gender and group size, and their relationship to group performance in a real-time processed simulation game. Our study examines decision-making in small groups of two or three employees from a global manufacturing and service operations company. We aim at shedding new light on how such groups with diverse background profiles perform as decision-making units. Our results reveal that the profile of the decision-making group influences the outcome of decision-making, the final business result of the simulation game. In particular, the cultural and gender diversity, as well as group size seem to have intertwined effects on team performance.

Details

Original languageEnglish
Pages (from-to)779-815
JournalInternational Journal of Information Technology and Decision Making
Volume16
Issue number3
Publication statusPublished - May 2017
MoE publication typeA1 Journal article-refereed

    Research areas

  • business simulation, culture, Dynamic decision-making, group structure, regression analysis, regression tree

ID: 11623149