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<title>On the Horizon  </title>


<link>http://www.emeraldinsight.com/1074-8121.htm</link>
<description> Table of Contents from the most recently published issues of On the Horizon</description>
<language>en-us</language>
<copyright>2009 Emerald Group Publishing Ltd.</copyright>
<image>
<title>On the Horizon </title>
<url>http://www.emeraldinsight.com/info/pics/journals/oth-cover-xix.gif</url>
<width>120</width>
<height>157</height>
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<title>An ideation game conception based on the Synectics method : Table of Contents</title>
<link>http://www.emeraldinsight.com/10.1108/10748120910998344</link>
<description> &lt;B&gt;Abstract:&lt;/B&gt;&lt;BR/&gt; &lt;B&gt;Purpose&lt;/B&gt; &#150; &lt;IT&gt;Ideation, which is the generation of ideas, is the most crucial step in the early stage of innovation projects. Creativity methods can be applied for ideation purposes. Here, the paper aims to present a concept for combining a multi-player online game called refQuest with concepts from the Synectics method.&lt;/IT&gt; &lt;B&gt;Design/methodology/approach&lt;/B&gt; &#150; &lt;IT&gt;After presenting the two concepts of the refQuest gaming engine and the Synectics method, an approach of how the elements of the gaming engine can be used to implement the Synectics method is shown. Beside this, an initial evaluation of the usefulness of using serious gaming for ideation purposes is given.&lt;/IT&gt; &lt;B&gt;Findings&lt;/B&gt; &#150; &lt;IT&gt;It is found that the elements of the Synectics method fit very well with the concepts of the gaming engine of refQuest. A concept for integration could be derived.&lt;/IT&gt; &lt;B&gt;Originality/value&lt;/B&gt; &#150; &lt;IT&gt;The online game refQuest is suitable to support the ideation process. Including concepts from Synectics is possible and would enhance the gaming concept.&lt;/IT&gt;</description>
<author>Heiko Duin, Jannicke Baalsrud Hauge, Klaus-Dieter Thoben</author>
<pubDate>Sat Oct 10 08:00:17 BST 2009</pubDate>
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<title>Grounding simulations in reality: a case study from an undergraduate Politics degree : Table of Contents</title>
<link>http://www.emeraldinsight.com/10.1108/10748120910998353</link>
<description> &lt;B&gt;Abstract:&lt;/B&gt;&lt;BR/&gt; &lt;B&gt;Purpose&lt;/B&gt; &#150; &lt;IT&gt;The purpose of this paper is to address the issue of how best to reproduce realistic reproductions and outcomes in the dynamic environment of a simulated negotiation on a political theme.&lt;/IT&gt; &lt;B&gt;Design/methodology/approach&lt;/B&gt; &#150; &lt;IT&gt;Using a case study run by the author of a university undergraduate negotiation module, qualitative data are provided to support a pragmatic model of addressing issues of realistic behaviour and outcomes.&lt;/IT&gt; &lt;B&gt;Findings&lt;/B&gt; &#150; &lt;IT&gt;Through a combination of elements &#150; notably, integration of more conventional academic research, use of repeated points of contact between students and the module leader, and extensive reflection after the exercise by the student &#150; it is possible to provide for a simulation that more closely follows real-world outcomes than would otherwise be the case.&lt;/IT&gt; &lt;B&gt;Research limitations/implications&lt;/B&gt; &#150; &lt;IT&gt;The use of a single case study clearly limits the ability to generalise and implies the need to replicate the work in new iterations and in new contexts.&lt;/IT&gt; &lt;B&gt;Practical implications&lt;/B&gt; &#150; &lt;IT&gt;The paper highlights the importance of grounding simulations in reality, if they are to maximise their utility as a teaching practice. It also stresses the high level of engagement, not only on the part of the students, but also on the part of the module leader, who must be an active part of the simulation structure.&lt;/IT&gt; &lt;B&gt;Originality/value&lt;/B&gt; &#150; &lt;IT&gt;The consideration of a continuous process of grounding simulations in reality is one that has not been explored by the existing literature, so it offers useful insights into practice that will be of value to both practitioners and theorists in the field.&lt;/IT&gt;</description>
<author>Simon Usherwood</author>
<pubDate>Sat Oct 10 08:00:17 BST 2009</pubDate>
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<title>Surgical performance in a virtual environment : Table of Contents</title>
<link>http://www.emeraldinsight.com/10.1108/10748120910998335</link>
<description> &lt;B&gt;Abstract:&lt;/B&gt;&lt;BR/&gt; &lt;B&gt;Purpose&lt;/B&gt; &#150; &lt;IT&gt;The purpose of this paper is to determine the effect of video game and surgical experience on the ability to adapt to and use the neuroArm virtual reality (VR) simulator.&lt;/IT&gt; &lt;B&gt;Design/methodology/approach&lt;/B&gt; &#150; &lt;IT&gt;A total of 48 participants, comprising video gamers, medical students, surgical residents, and qualified surgeons, were recruited. Subjects played three video games and completed a questionnaire. Three pre-determined tasks simulating surgical procedures were performed using the simulator. Performance was measured by time for task completion, number of errors, and quality of outcome.&lt;/IT&gt; &lt;B&gt;Findings&lt;/B&gt; &#150; &lt;IT&gt;Gamers outperformed other groups on all measures of performance at almost every task on the VR simulator. All groups showed interval improvement in performance. As age of participants increased, irrespective of their sex and group, their quality of performance decreased and time to complete tasks increased. Initially, the men outperformed the women at every task, however, the difference decreased with repetition.&lt;/IT&gt; &lt;B&gt;Research limitations/implications&lt;/B&gt; &#150; &lt;IT&gt;More participants are needed to increase statistical significance of the results, in particular female participants.&lt;/IT&gt; &lt;B&gt;Practical implications&lt;/B&gt; &#150; &lt;IT&gt;This study showed that gamers adapted rapidly to the neuroArm trainer, which could be attributed to enhanced visual attention and spatial distribution skills from video game play. Therefore, visuospatial skills may become strong elements in the selection criterion for future generations of surgical trainees.&lt;/IT&gt; &lt;B&gt;Originality/value&lt;/B&gt; &#150; &lt;IT&gt;This study evaluated performance on the neuroArm trainer for the first time. The results provide insight into the design of a training program that helps select and prepare future surgeons for robotic surgery.&lt;/IT&gt;</description>
<author>May Y. Choi, Garnette R. Sutherland</author>
<pubDate>Sat Oct 10 08:00:17 BST 2009</pubDate>
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<title>A generic process simulation-model for educational simulations and serious games : Table of Contents</title>
<link>http://www.emeraldinsight.com/11.108/1074812091098371</link>
<description> &lt;B&gt;Abstract:&lt;/B&gt;&lt;BR/&gt; &lt;B&gt;Purpose&lt;/B&gt; &#150; &lt;IT&gt;The purpose of this paper is to give an overview about the design of reusable simulation models for serious games.&lt;/IT&gt; &lt;B&gt;Design/methodology/approach&lt;/B&gt; &#150; &lt;IT&gt;The paper reports the approaches in various well-established games and deduces a common design methodology. It considers the applicability in different industries and scenarios, describes an actual implementation of the methodology in a serious game and presents the evaluation results.&lt;/IT&gt; &lt;B&gt;Findings&lt;/B&gt; &#150; &lt;IT&gt;The paper concludes the following: reusable simulation models require a flexible framework to be adoptable to different industries. The abstract model only needs to distinguish between two types of entities: processes and resources. Based on these abstract types, most entities can be represented in a simulation.&lt;/IT&gt; &lt;B&gt;Originality/value&lt;/B&gt; &#150; &lt;IT&gt;This paper provides basic knowledge about simulation models in games and presents a generic model that can be reused for various simulations.&lt;/IT&gt;</description>
<author>Felix Hunecker</author>
<pubDate>Sat Oct 10 08:00:17 BST 2009</pubDate>
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<title>Evaluating business simulation software: approach, tools and pedagogy : Table of Contents</title>
<link>http://www.emeraldinsight.com/10.1108/10748120910998399</link>
<description> &lt;B&gt;Abstract:&lt;/B&gt;&lt;BR/&gt; &lt;B&gt;Purpose&lt;/B&gt; &#150; &lt;IT&gt;The purpose of this paper is to identify a business simulation appropriate for MEng Engineering students. The selection was based on the following factors; exploring methods for evaluating potential software and enhancing the learner experience.&lt;/IT&gt; &lt;B&gt;Design/methodology/approach&lt;/B&gt; &#150; &lt;IT&gt;An interdisciplinary project team was formed to try and resolve the pedagogic, technical and business aspects that would need to be addressed in order to implement such software within the programme. Tools included a questionnaire to assess the potential enhancement of employability skills and a usability questionnaire on ease of use. These were supplemented with discourse on technical and pedagogic issues.&lt;/IT&gt; &lt;B&gt;Findings&lt;/B&gt; &#150; &lt;IT&gt;After the initial scoping study, the findings indicated that two business simulation software packages had potential. These were &#147;Marketplace &#150; Venture Strategy&#148; and &#147;SimVenture&#148;. Marketplace proved to be the most suitable in terms of the pedagogic and technical requirements.&lt;/IT&gt; &lt;B&gt;Research limitations/implications&lt;/B&gt; &#150; &lt;IT&gt;The authors were not able to fully trial each simulation over the recommended duration of play because of practical time constraints and they did not have any student contribution to the process. Findings will need to be verified with the piloting cohort of students. Further pedagogic research could be carried out to evidence the enhancement to the student learning experience.&lt;/IT&gt; &lt;B&gt;Originality/value&lt;/B&gt; &#150; &lt;IT&gt;This study is valuable because it purposefully uses an interdisciplinary team comprising expertise in teaching and learning, technology, business and sector knowledge. This was vital in the decision-making process. It is also valuable in its development of generic methods and tools to measure and evaluate software suitability in relation to usability and employability skills.&lt;/IT&gt;</description>
<author>Melanie King, Richard Newman</author>
<pubDate>Sat Oct 10 08:00:17 BST 2009</pubDate>
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<title>Case study of cultural comparison using a simulation game &#150; &lt;IT&gt;COSIGA&lt;/IT&gt; : Table of Contents</title>
<link>http://www.emeraldinsight.com/10.1108/10748120910998362</link>
<description> &lt;B&gt;Abstract:&lt;/B&gt;&lt;BR/&gt; &lt;B&gt;Purpose&lt;/B&gt; &#150; &lt;IT&gt;The purpose of this paper is to implement the simulation game in the cultural comparison study so as to understand the impact of cultural differences on the team interaction.&lt;/IT&gt; &lt;B&gt;Design/methodology/approach&lt;/B&gt; &#150; &lt;IT&gt;In order to focus on the factor of &#147;national culture&#148; and avoid other factors which can affect the results, this paper conducted a simulation game &#150; COSIGA &#150; for the data collection and factor control. Two sets of groups were performed to represent two national cultures &#150; the UK and China.&lt;/IT&gt; &lt;B&gt;Findings&lt;/B&gt; &#150; &lt;IT&gt;This paper finds that there is more decision providing in the UK teams and more decision seeking in the China teams. The China teams used a more intuitive process to make decisions, and the UK teams used a more reference process to make decisions. There were more repetitions of the problem-solving process in the China teams than in the UK teams. The looping problem-solving process was present in the China teams and the linear problem-solving process in the UK teams.&lt;/IT&gt; &lt;B&gt;Originality/value&lt;/B&gt; &#150; &lt;IT&gt;This paper presents a case study of cultural comparison using a simulation game. The selection criteria and factor control of the simulation game is outlined for the practical implications.&lt;/IT&gt;</description>
<author>Zheng Ma, Chih-Cheng Lin, Kul Pawar, Johann Riedel</author>
<pubDate>Sat Oct 10 08:00:17 BST 2009</pubDate>
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<title>Educator insight on simulations and games: a comparative study between business schools in Thailand and the UK : Table of Contents</title>
<link>http://www.emeraldinsight.com/10.1108/10748120910998380</link>
<description> &lt;B&gt;Abstract:&lt;/B&gt;&lt;BR/&gt; &lt;B&gt;Purpose&lt;/B&gt; &#150; &lt;IT&gt;The purpose of this paper is to investigate and gain insights into the use of computer simulations and games in business schools in Thailand. In addition, it aims to compare the findings in Thailand with the study carried out in the UK.&lt;/IT&gt; &lt;B&gt;Design/methodology/approach&lt;/B&gt; &#150; &lt;IT&gt;A total of 700 questionnaires were sent to the 35 universities in Thailand that offer MBA degrees. This survey achieved a response rate of 23 percent.&lt;/IT&gt; &lt;B&gt;Findings&lt;/B&gt; &#150; &lt;IT&gt;The usage of simulation games in business schools in Thailand is still at an early stage of development. The primary reason to use such tools in both Thailand and the UK is that they help to increase students' interaction and teamwork. Meanwhile, lack of information on simulation games is major obstacle of using simulation games in their classroom teaching. However, the demand for computer simulations and games in the classroom is likely to increase in the future.&lt;/IT&gt; &lt;B&gt;Research limitation/implications&lt;/B&gt; &#150; &lt;IT&gt;The study provides good platform for further in-depth study on this topic in Thailand. As for practical implication, it suggests a need for more collaboration between industry and academia so that simulation games will be developed to fit with the teaching courses.&lt;/IT&gt; &lt;B&gt;Originality/value&lt;/B&gt; &#150; &lt;IT&gt;This study highlights the key factors underpinning the usage of these new tools in classroom teaching in the Thai context.&lt;/IT&gt;</description>
<author>Chaipong Pongpanich, Tanasak Krabuanrat, Kim Hua Tan</author>
<pubDate>Sat Oct 10 08:00:17 BST 2009</pubDate>
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<title>The application of management simulation and game teaching in Taiwan and Australia : Table of Contents</title>
<link>http://www.emeraldinsight.com/10.1108/10748120910998326</link>
<description> &lt;B&gt;Abstract:&lt;/B&gt;&lt;BR/&gt; &lt;B&gt;Purpose&lt;/B&gt; &#150; &lt;IT&gt;The purpose of this paper is to investigate the usage of business and simulation games in classroom teaching in the businesses schools of Taiwan and Australia.&lt;/IT&gt; &lt;B&gt;Design/methodology/approach&lt;/B&gt; &#150; &lt;IT&gt;An online questionnaire was developed and sent to 2,500 professors in Australia and 1,500 professors in Taiwan. The paper reports the survey results and compares the findings with those existing in the literature. Some of the similarities and differences are also addressed in the paper.&lt;/IT&gt; &lt;B&gt;Findings&lt;/B&gt; &#150; &lt;IT&gt;The study found that most of Australian and Taiwanese respondents expressed the need of a feedback system of games. In addition, most former and current users in these two countries think the web-based games will replace the traditional ones.&lt;/IT&gt; &lt;B&gt;Originality/value&lt;/B&gt; &#150; &lt;IT&gt;The originality of this paper is the survey of game application in Taiwan and Australia. Also, its main value is for practitioners to know what, how and when gaming and simulation can be used in classroom teaching.&lt;/IT&gt;</description>
<author>C.H. Andreas Liu, Chien-Ta Bruce Ho, Kim Hua Tan</author>
<pubDate>Sat Oct 10 08:00:17 BST 2009</pubDate>
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<title>Towards understanding engagement in games: an eye-tracking study : Table of Contents</title>
<link>http://www.emeraldinsight.com/10.1108/10748120910998425</link>
<description> &lt;B&gt;Abstract:&lt;/B&gt;&lt;BR/&gt; &lt;B&gt;Purpose&lt;/B&gt; &#150; &lt;IT&gt;The purpose of this paper is to report research undertaken in developing improved understandings of players' interaction and emotional experience of electronic gaming.&lt;/IT&gt; &lt;B&gt;Design/methodology/approach&lt;/B&gt; &#150; &lt;IT&gt;The research explores a variety of techniques designed to explore user/player insights into interaction, through consideration of user satisfaction, engagement or immersion. Non-invasive eye tracking technology is used to augment data derived from these more traditional approaches to the assessment of emotional responses. It is postulated by the authors that from this exploration of insights related to usability, improved games level learning and recognition of new inherent revenue opportunities based around in-game advertising, will be better understood.&lt;/IT&gt; &lt;B&gt;Findings&lt;/B&gt; &#150; &lt;IT&gt;As the number of participants in this pilot study is small it is perhaps too early to draw firm conclusions from the data collected. However, the study does establish that it is technically possible to configure the eye-tracker and ancillary equipment to record the eye movements of game players. The study has uncovered further areas worthy of investigation such as the influence on eye movement of, player skill and experience, the nature of activities within the game, and the best ways to indicate the importance of key objects within a game.&lt;/IT&gt; &lt;B&gt;Practical implications&lt;/B&gt; &#150; &lt;IT&gt;The methodology presented within this paper shows that the application of eye-tracking solutions can be used to evaluate engagement in games. The findings provide interesting and innovative ways for the games designers and in-game advertisers to improve their performance.&lt;/IT&gt; &lt;B&gt;Originality/value&lt;/B&gt; &#150; &lt;IT&gt;From an academic perspective, this research is innovative in the way it has developed a methodology for analysis of player engagement within electronic games. This methodology offers valuable insights into game design improvement and in-game advertising opportunities.&lt;/IT&gt;</description>
<author>Tony Renshaw, Richard Stevens, Paul D. Denton</author>
<pubDate>Sat Oct 10 08:00:17 BST 2009</pubDate>
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<title>Learning through business games &#150; an analysis of successes and failures : Table of Contents</title>
<link>http://www.emeraldinsight.com/10.1108/10748120910998434</link>
<description> &lt;B&gt;Abstract:&lt;/B&gt;&lt;BR/&gt; &lt;B&gt;Purpose&lt;/B&gt; &#150; &lt;IT&gt;The purpose of this research paper is to explore the interrelations between success in the Business Games course and other MSc courses, and the parameters that influence success in managing firms in business games.&lt;/IT&gt; &lt;B&gt;Design/methodology/approach&lt;/B&gt; &#150; &lt;IT&gt;The research sample was comprised of graduate students from the Management of Technology faculty at Holon Institute of Technology. They study courses in the program, including the Business Games course. Special business game software, named Decision Makers, was used for the analyses. Statistical analyses of the interrelations among different program courses cover the main purpose. After defining five success criteria, statistical analyses of success and failure are presented.&lt;/IT&gt; &lt;B&gt;Findings&lt;/B&gt; &#150; &lt;IT&gt;In this course, success was generally uncorrelated with other courses. The reason for this was probably due to its project-based learning (PBL) environment. The study shows that students tend to reduce their efforts across time and improve their performance, due to the &#147;learning curve&#148;. Analysis of the results shows that when teams overused the simulation runs, they do not analyze their situation, but rather prefer the &#147;trial and error&#148; method.&lt;/IT&gt; &lt;B&gt;Research limitations/implications&lt;/B&gt; &#150; &lt;IT&gt;The present study provides results about the importance of training managers through using the business game simulator.&lt;/IT&gt; &lt;B&gt;Originality/value&lt;/B&gt; &#150; &lt;IT&gt;Using PBL is very exiting for those students who have difficulties in classroom studies. By using PBL, these students rapidly improve their management skills.&lt;/IT&gt;</description>
<author>A. Gonen, E. Brill, M. Frank</author>
<pubDate>Sat Oct 10 08:00:17 BST 2009</pubDate>
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<title>Field testing two simulation games: do winners win consistently? : Table of Contents</title>
<link>http://www.emeraldinsight.com/10.1108/10748120910998416</link>
<description> &lt;B&gt;Abstract:&lt;/B&gt;&lt;BR/&gt; &lt;B&gt;Purpose&lt;/B&gt; &#150; &lt;IT&gt;The study emanated from initial attempts to determine whether two computer simulations used in teaching a college business course delivered a meaningful learning experience. This paper aims to investigate whether students' level of performance in the simulation game was due to the application of skill or largely a matter of &#147;luck&#148;.&lt;/IT&gt; &lt;B&gt;Design/methodology/approach&lt;/B&gt; &#150; &lt;IT&gt;Applying a method similar to that of Wellington et al., the study evaluated the consistency of performance across two different rounds of each simulation game. It also compared performance levels across both simulations, and examined the relationship between game performance and academic achievement.&lt;/IT&gt; &lt;B&gt;Findings&lt;/B&gt; &#150; &lt;IT&gt;The significant consistency between performance levels suggests that with respect to the simulations used in this study, the game score reflected the player's application of skill rather than reliance on &#147;luck&#148;. However, there is no significant relationship between game performance and academic achievement.&lt;/IT&gt; &lt;B&gt;Originality/value&lt;/B&gt; &#150; &lt;IT&gt;While this study is based on two specific games, other simulation users can use it as a yardstick to ascertain the educational value of the simulations that they use.&lt;/IT&gt;</description>
<author>Suresh L. Gamlath</author>
<pubDate>Sat Oct 10 08:00:17 BST 2009</pubDate>
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<title>Teaching construction management through games alone: a detailed investigation : Table of Contents</title>
<link>http://www.emeraldinsight.com/10.1108/10748120910998443</link>
<description> &lt;B&gt;Abstract:&lt;/B&gt;&lt;BR/&gt; &lt;B&gt;Purpose&lt;/B&gt; &#150; &lt;IT&gt;This paper aims to describe work carried out by the authors using simulation games to teach key aspects of construction management to civil engineering students. The use of simulation games for this purpose is well documented but is still not fully accepted. The work described in this paper aims to address this by analysing the use of simulation games as the primary teaching mechanism in a teaching module, Applied Construction Management.&lt;/IT&gt; &lt;B&gt;Design/methodology/approach&lt;/B&gt; &#150; &lt;IT&gt;Two simulation games are described along with the software used to manage and monitor their operation. The two games are functionally similar though the construction scenario's represented, 30?m high dam and 7?km of clay lined canal, are quite different. The Applied Construction Management module is detailed, including the instructional design, assessment procedures and operation during its first three years. This is compared with the more traditional use of the simulation games as a coursework element as employed at Curtin University of Technology in Western Australia.&lt;/IT&gt; &lt;B&gt;Findings&lt;/B&gt; &#150; &lt;IT&gt;Student performance is tracked during operation of the module, and statistics for each year of teaching are given along with examples of student feedback. Examples of individual student behaviour are used to illustrate behaviour patterns identified during the course of the research. Conclusions and implications for the use of simulation games are provided.&lt;/IT&gt; &lt;B&gt;Originality/value&lt;/B&gt; &#150; &lt;IT&gt;The novelty of this work lies in the acquisition and analysis of quantitative data on performance collected during the learning process. It focuses on the simulation games as the sole source of teaching and the comparison with more traditional use of the games previously provide additional value.&lt;/IT&gt;</description>
<author>G. Long, M.J. Mawdesley, D. Scott</author>
<pubDate>Sat Oct 10 08:00:17 BST 2009</pubDate>
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<title>Hardware, software, and wetware : Table of Contents</title>
<link>http://www.emeraldinsight.com/10.1108/10748120910998317</link>
<description> &lt;B&gt;Abstract:&lt;/B&gt;&lt;BR/&gt; &lt;B&gt;Purpose&lt;/B&gt; &#150; &lt;IT&gt;This paper aims to explore the technology-driven horizon for education in general and post secondary education in particular.&lt;/IT&gt; &lt;B&gt;Design/methodology/approach&lt;/B&gt; &#150; &lt;IT&gt;The paper looks at technology in education.&lt;/IT&gt; &lt;B&gt;Findings&lt;/B&gt; &#150; &lt;IT&gt;Rapid changes in information technologies will profoundly change the traditional educational institutions for students, faculty and administration. The system that has stood for basically four centuries, like the dinosaurs at the K-T catastrophe, will not suffer immediate collapse, but will profoundly change as content, due to the rise of the internet becomes, essentially free.&lt;/IT&gt; &lt;B&gt;Originality/value&lt;/B&gt; &#150; &lt;IT&gt;Educational systems are not immune to the laws of change. Information technologies are sufficiently strong forces that incremental evolution is not an option. This editorial calls for the system to take a serious look at itself and, while the current residents of the system may survive, the institution, itself, must look beyond the present.&lt;/IT&gt;</description>
<author>Tom P. Abeles</author>
<pubDate>Sat Oct 10 08:00:17 BST 2009</pubDate>
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<title>Negotiation oriented simulation exercises that incorporate business continuity and international security : Table of Contents</title>
<link>http://www.emeraldinsight.com/10.1108/10748120910998407</link>
<description> &lt;B&gt;Abstract:&lt;/B&gt;&lt;BR/&gt; &lt;B&gt;Purpose&lt;/B&gt; &#150; &lt;IT&gt;This paper seeks to explain how negotiation simulation exercises can be used to develop management insights and theory in the areas of business continuity and international security.&lt;/IT&gt; &lt;B&gt;Design/methodology/approach&lt;/B&gt; &#150; &lt;IT&gt;An extended multi-cultural communication model for disaster and emergency management simulation exercises and a nine-stage international security negotiation simulation exercise are outlined.&lt;/IT&gt; &lt;B&gt;Findings&lt;/B&gt; &#150; &lt;IT&gt;The critical friendship group approach and the case study research approach can be used to provide insights into business continuity planning. Complex simulation exercises, underpinned by scenario planning, are useful with respect to providing training and educational support vis-à-vis crisis/disaster/emergency planning. A more focused approach to teaching the subject of negotiation, which takes into account the business-international relations dimension and security in particular, will enable business and management students to link more firmly real world events with company-government relations. This will contribute to the development of management theory and ensure that business continuity managers, employed by private sector and public sector organisations, utilise more fully simulation exercises than is the case at present.&lt;/IT&gt; &lt;B&gt;Research limitations/implications&lt;/B&gt; &#150; &lt;IT&gt;Research needs to be undertaken into how academics and practitioners can work together in order to develop management simulation models that are methodologically different from those that exist at present, and which facilitate the theory building process.&lt;/IT&gt; &lt;B&gt;Practical implications&lt;/B&gt; &#150; &lt;IT&gt;By working closely with simulation designers, academics will be able to produce interdisciplinary/multidisciplinary crisis/disaster/emergency simulation exercises.&lt;/IT&gt; &lt;B&gt;Originality/value&lt;/B&gt; &#150; &lt;IT&gt;A nine-stage negotiation simulation exercise is outlined which will allow management/business studies students to place business continuity planning within an international security context.&lt;/IT&gt;</description>
<author>Peter R.J. Trim, Yang-Im Lee</author>
<pubDate>Sat Oct 10 08:00:17 BST 2009</pubDate>
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