ColPMan: A Serious Game for Practicing Collaborative Production Managementhaji mizu
ColPMan is a serious game developed to train collaborative production management skills. It simulates the operations of a multi-site manufacturing company facing uncertainties. Students play the roles of managers at different sites coordinating production and delivery. Evaluations found the game improved students' understanding of key principles and facilitated communication compared to lectures alone. Future work will simplify the roles' workloads.
A Serious Game for Eliciting Tacit Strategies for Dynamic Table Assignment in...haji mizu
The document describes a serious game developed to elicit strategies for dynamically assigning tables in a restaurant. The game simulates customers arriving and waiting to be seated. Players earn points by seating groups and lose points if groups leave due to long waits. Experiments showed experienced players outscored inexperienced ones. Analyzing game data revealed different strategies - prioritizing small groups or sequencing changes - which were grouped into clusters showing tradeoffs between performance and customer satisfaction. The serious game approach effectively elicited tacit strategies for the dynamic table assignment problem.
ColPMan: A Serious Game for Practicing Collaborative Production Managementhaji mizu
ColPMan is a serious game developed to train collaborative production management skills. It simulates the operations of a multi-site manufacturing company facing uncertainties. Students play the roles of managers at different sites coordinating production and delivery. Evaluations found the game improved students' understanding of key principles and facilitated communication compared to lectures alone. Future work will simplify the roles' workloads.
A Serious Game for Eliciting Tacit Strategies for Dynamic Table Assignment in...haji mizu
The document describes a serious game developed to elicit strategies for dynamically assigning tables in a restaurant. The game simulates customers arriving and waiting to be seated. Players earn points by seating groups and lose points if groups leave due to long waits. Experiments showed experienced players outscored inexperienced ones. Analyzing game data revealed different strategies - prioritizing small groups or sequencing changes - which were grouped into clusters showing tradeoffs between performance and customer satisfaction. The serious game approach effectively elicited tacit strategies for the dynamic table assignment problem.
A Prototype Prediction Market Game for Enhancing Knowledge Sharing among Sale...haji mizu
This document proposes using a prediction market game with a comment system to enhance knowledge sharing among salespeople. It describes preliminary experiments comparing prediction market sessions with and without the comment system. The sessions with comments had significantly more transactions, suggesting comments activated more frequent information and knowledge sharing. Further experiments are needed to better evaluate the game and identify improvements, such as capturing comment relationships. The goal is to develop a serious gaming approach that motivates truthful information sharing to foster collaboration.
A Prediction Market Game for Route Selection under Uncertaintyhaji mizu
This document describes a prediction market game for route selection under uncertainty. It formulates the route selection problem when the lengths of road arcs are random variables. It then designs a prediction market framework using route and arc securities on a logarithmic market scoring rule to crowdsource information. An experiment applies the game to a sample road network and finds market prices correlate well with theoretical probabilities. The document concludes the gaming approach shows promise in solving routing problems with uncertain information.
A comparison between choice experiments and prediction markets for collecting...haji mizu
- The document compares choice experiments and prediction markets for collecting preference data in conjoint analysis. Choice experiments involve presenting customers with subsets of product concepts and asking them to choose one, while prediction markets gamify the process by having customers trade securities predicting market shares.
- Both approaches were used on a sample conjoint analysis problem involving attributes of a mahjong parlor. The results showed a high correlation between the estimated market shares and partial utilities derived from each approach.
- This indicates prediction markets can substitute for choice experiments by effectively collecting preference data for conjoint analysis. However, more case studies are needed to generalize this conclusion.