Cited by 1Cybernetics and Technology in SocietyHistory of Computing TechnologiesComplex Systems and Decision Making

Computer history and the movement of business simulations

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Wiemer, Serjoscha·2011·DiGRA Digital Library

Abstract

In this paper I explore some aspects of the rise of early business games in the post-war period after the Second World War. For a game to become truth-apt in a scientific sense and able to guide actions in a pragmatic sense it needs coupling to the computer and its technical-mechanical calculatory competence as well as certain types of rationality assigned to it culturally. Regarding this interconnection of games and rationality with the medium computer, three different ways of using computers can be described: First, the idea of the computer functions operationally in administration. With the aid of the computer, many of the corporate management’s tasks are to be realized in a more rational and less mistake prone way. Secondly, the computer appears simulatorily in this context, by calculating and presenting complex management operations. Following the idea of the cybernetic control circuit the computer as dream constellation promises understanding and manipulability of complex systemic interdependencies. Third, the constellation of the computer acts as a stochastic and probabilistic tool, as a decision making aid in possible situations and for the consequences of future decisions. In early business simulations the company, modeled as a game, is examined and evaluated with the aid of the computer. Thus the business game serves as a metareflection of processes, decisions, strategies and planning within the company (1). The interconnections of rationality and the mediality of computing machines are complex and run parallelly on several levels, as historically the computer not only changes the functionality of a business operationally as an element of rationalization in order to increase efficiency for example in administrative procedures (scientific management), but at the same time is also used on the level of longterm planning, analysis, decision making as well as in schooling and training (decision making).

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Crossref · 10.26503/dl.v2011i1.572

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  • Computing was quickly adopted for commercial purposes, and in 1955 the American Management Association was involved in developing the Top Management Decision Simulation, a learning tool for corporate executives.

    “Computing was quickly adopted for commercial purposes, and in 1955 the American Management Association was involved in developing the Top Management Decision Simulation , a learning tool for corporate executives (Wiemer, 2011, p. 5).”

    From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Wiemer, 2011, p. 5

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Research works printed but not linked: 6

  1. Cohen, Kalman J. and Eric Rhenman "The Role of Management Games in Education and Research", in Management Science, no. 7 (1961), pp. 131-166.
  2. Faria, A. J. et al. "Developments in Business Gaming: A Review of the Past 40 Years," in Simulation & Gaming 40, no. 4 (August 2009), pp. 464-487.
  3. Faria, A. J. "The Changing Nature of Business Simulation/ Gaming Research: A Brief History", in Simulation & Gaming 32, no. 1 (March 1, 2001), pp. 97-110.
  4. Fritzsche, D. J. "The impact of microcomputers on business educational simulations,", in Simulation & Gaming 18, no. 2 (1987), pp. 176-192.
  5. International Business Machines Corporation (1958) "IBM 650, Data Processing System Bulletin", available online: http://www.bitsavers.org/pdf/ibm/650/24-5000- 0_GeneralInfo.pdf
  6. Wolfe, Joseph "A History of Business Teaching Games in English-Speaking and Post- Socialist Countries: The Origination and Diffusion of a Management Education and Development Technology", in Simulation & Gaming 24, no. 4 (December 1, 1993), pp. 446-463.

Authors
Wiemer, S.
Affiliations
Paderborn University (DE)
Corresponding author
Wiemer, Serjoscha
Venue
DiGRA Digital Library
Published
2011-01-01
Volume
6
ISSN
2342-9666
OpenAlex
W2188750838
Cited by
1
References
0
Citations by year
2018: 1
FWCI
0.00
Type
conference paper
Language
en
Open access
Locations
Digital Games Research Association Conference
Topics
  • Social Sciences › Arts and Humanities › History and Philosophy of Science › Cybernetics and Technology in Society
  • Physical Sciences › Computer Science › Computer Science Applications › History of Computing Technologies
  • Social Sciences › Decision Sciences › Management Science and Operations Research › Complex Systems and Decision Making
Keywords
business simulation, history of computing, postwar period, rationality, cybernetics, decision-making, business management, rationalization, scientific management, stochastic simulation, long-term planning, business education

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