Experimentation in Learning Organizations a Management Flight Simulator Approa

Cover Experimentation in Learning Organizations a Management Flight Simulator Approa
Experimentation in Learning Organizations a Management Flight Simulator Approa
Bent Bakken
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If they did not go bankrupt, they continued until the game stopped. All full trials lasted 40 periods (the players were not informed in advance about the length of a trial). Two complete trials were completed within the first market condition. After a break, aU players were given a two-page article about the other market, i. E. , the transfer market, and asked to participate in that market until they had completed at least one full trial.
All participants were asked to maximize profits in each
...game. The student players were rewarded for average performance in all games they played ($4 per hour). In addition, they were given a performance bonus that amounted to $1 10 for the panicipant with the highest average profit. Instead of monetary rewards, the professionals had to announce their results publicly to their peers after the sessions, and that was apparently a strong incentive to perform well.
5. 3. Results Game performance can be a good indicator of how well players understand a cyclical market.


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