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. © 2007 Nicola Millard Rosalind Britton.
CITATION STYLE
Millard, N., & Britton, R. (2007). Calling time: An effective and affective evaluation of two versions of the MIT beer game. In People and Computers XXI HCI.But Not as We Know It - Proceedings of HCI 2007: The 21st British HCI Group Annual Conference (Vol. 2). British Computer Society. https://doi.org/10.14236/ewic/hci2007.65
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