
doi: 10.1007/bf02942394
NEW TECHNOLOGICAL CAPABILITIES, such as the Internet, have afforded computer-based business game simulations unique opportunities to span both temporal and spatial boundaries, permitting players from different cultural backgrounds to participate in virtual games. Achieving such ‘virtual presence’ produces a new range of challenges for the designers of these games. Whereas, traditional design provided for a ‘local culture,’ reflecting the needs of groups of individuals gathered in a single physical location and meeting a range of business educational objectives, the opportunity for such meetings to occur in cyberspace extends the requirement for the provision of a ‘local culture’ to that of an ‘operational culture,’ reflecting a broad range of diverse cultural objectives, perceptions, and practice. In this paper the effect of cultural differences on learning behaviors which are relevant to playing business games, in particular those of strategy formulation, communication, decision-making, intelligence gathering, and problem-solving are discussed. Many of the issues raised are applicable not only to the design of business game simulations, but also to the design of any educational software intended for multicultural use.
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