Posts tagged: Monopoly

Study: Business Simulations Raise Grades for Undergrads

Dr. Richard Blunt over at BX-Games has a non-refereed paper on eLearn Magazine regarding a study of three college classes split into control and experimental groups to examine video game effectiveness for learning. The courses consisted of freshman business students, a junior level economics class, and a junior level management class.

Portions of each class received the intervention while the remainder did not. Grades were compared between the two groups from each class. The introductory business experimental group used the game Industry Giant II, the economics students used Zapitalism, and the management students used Virtual U (a free download thanks to the Alfred P. Sloan Foundation). Here is Dr. Blunt’s summary of the results:

The findings show that classes using the game had significantly higher means than those classes that did not use the game. There were no significant differences between male or female scores, regardless of game play, while both genders scored significantly higher with game play than without. There were no significant differences between ethnic groups, while all ethnic groups scored significantly higher with game play. Lastly, students ages 40 and under scored significantly higher with game play, whereas students age 41 and up did not.

In short, the studies found that, at least in some circumstances, the application of serious games significantly increases learning.

The comments section has some interesting conversation, especially regarding business simulations, which have been used in B-schools for at least 50 years or so. One could argue the board game Monopoly is a business simulation, I suppose, and if so that would stretch back their birth date to the 1930s (or much earlier, if conspiracy theorists are correct).

Other than that, the importance of the study is that it seems to show an intervention may lead students to a higher grade, at least in undergraduate business courses. Somebody will need to determine if students who volunteer for interventions such as a business simulation video game would earn a higher grade anyway just because of their own innate study ethics, or if the games serve to encourage slackers to work harder, etc.

References:
Blunt, R. (2009, December 1). Do serious games work? Results from three studies. [Online.] Available: http://elearnmag.org/subpage.cfm?section=research&article=9-1


What Can We Learn from The Settlers of Catan?

I’ve been catching up with my paper copy of the April issue of Wired, and came across a great article by Andrew Curry on what is widely considered the world’s greatest board game: Die Siedler von Catan, or in English, The Settlers of Catan.

The story Curry weaves is fascinating. Germany is the world’s epicenter for boardgames, selling hundreds of thousands every year and drawing fierce competition for the annual Spiel des Jahres (Game of the Year), the Pulitzer Prize of German boardgaming.

Master gamesmith Klaus Teuber spent four years perfecting Settlers, running beta versions past his family and tweaking the competitive elements. Released at the Essen Game Convention in 1995, it was an instant hit, and has gone on to sell over 15 million copies in 30 languages.

Derk Solko of Boardgamegeek.com and Jesper Juul both have nice quotes. Pete Fenlon of Mayfair Games, the company distributing English versions of Settlers, helps to fill in details regarding its popularity:

“When a lot of us saw it, we thought this was the definition of a great game … In every turn you’re engaged, and even better, you’re engaged in other people’s turns. There are lots of little victories—as opposed to defeats—and perpetual hope. Settlers is one of those perfect storms.”

A hint at the educational potential of the game could be found in a comment by Russ Roberts, an economist over at George Mason, who indicated Settlers was perfect for teaching the free market system to his children. Settling the game’s island requires the administration and trading of resources. Different resources become scarce or plentiful and require skills to manage and barter.

The next frontier the game has to conquer is the American marketplace, where traditional titles hold sway. Herr Tauber indicates the plan is to introduce video game versions for the Xbox and PC. The hope is this will provide the boardgame version of The Settlers of Catan a stronger foothold in the American marketplace (nearly a quarter million copies have sold in North America since last January).

German boardgames in general are showing impressive gains in popularity over here. Jay Tummelson of Rio Grande Games estimated his company sold a half million licensed copies of German games for American markets last year. Meanwhile, Herr Tauber has launched PlayCatan.com to introduce the game to audiences online.

References:
Curry, A. (2009, April). Monopoly killer: Perfect German board game redefines genre. Wired, 17(4). 60-72.