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BCSHCI
2007

Calling time: an effective and affective evaluation of two versions of the MIT Beer Game

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Calling time: an effective and affective evaluation of two versions of the MIT Beer Game
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. General Terms Human Factors. Keywords Design and evaluation methods, affective Human-Computer Interaction, business games.
Nicola Millard, Rosalind Britton
Added 29 Oct 2010
Updated 29 Oct 2010
Type Conference
Year 2007
Where BCSHCI
Authors Nicola Millard, Rosalind Britton
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