Joseph Wolfe

Joseph Wolfe

PhD

About

80
Publications
5,730
Reads
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2,543
Citations
Citations since 2016
7 Research Items
557 Citations
2016201720182019202020212022020406080100
2016201720182019202020212022020406080100
2016201720182019202020212022020406080100
2016201720182019202020212022020406080100
Introduction
Business games Online activities The role of Grit in game learning and economic achievement Differences between objective success measures and self-assessed success
Additional affiliations
May 1978 - December 1999
University of Tulsa
Position
  • Professor Emeritus
Description
  • A nice, private university. Was initially very supportive of those using the experiential approach to teaching in its business school.
Education
June 1966 - February 1971
New York University
Field of study
  • Management; Marketing; Business and Economic History

Publications

Publications (80)
Presentation
This study examined the degree that a student's online engagement was related to learning in a business game. Those who were were engaged improved their examination scores and made fewer errors in their SWOT analyses.
Article
Full-text available
A slim majority of the students improved their knowledge scores while another large minority did not. An analysis of those who were high learners found they were more-strongly engaged in the simulation over its duration. They also paid more attention to using the game’s reports and gave more attention to their company’s functional business areas an...
Research Proposal
Full-text available
Grit Behavior and Academic and Economic Performance in a Complex Business Game Those playing a sophisticated business game must address a continually changing problem-solving situation. They must first choose a long-term strategy they believe will accomplish their company’s goals. This goal is usually a high profit performance within their simulat...
Experiment Findings
Full-text available
A slim majority of the students improved their knowledge scores while another large mi-nority did not. An analysis of those who were high learners found they were more-strongly engaged in the simulation over its duration. They also paid more attention to us-ing the game’s reports and gave more attention to their company’s functional business ar-eas...
Preprint
Full-text available
This paper presents an objective measure of the amount of online grit or engagement activities evi-denced by the players of a sophisticated business game. Before game play began, they had to first meet the challenge of understanding and applying a SWOT analysis to the companies they were about to run. Second, the online activities of those possessi...
Article
Full-text available
Early engagement by students in the matriculation process has been found to be a key to their retention and graduation rates. An experiment was conducted where early-program students played a business game as a foretaste of the college’s business program requirements. It was found that game engagement was significantly related to graduation and dro...
Article
Background. The Association to Advance Collegiate Schools of Business (AACSB) has stated that business games can and should be used for business school Assurance of Learning (AoL) programs. There is no direct objective evidence that business games are valid for such applications. Aim. The purpose of the study presented in this article was to examin...
Article
Teach and Patel reported that teams playing CAPSTONE arrived at their final financial standings early in the game. Based on this, they concluded that participants could feel the game was unfair and that further plays beyond the game’s early rounds might be counterproductive from a game-grade perspective, and even worse, from a learning perspective....
Article
New gaming software must undergo a series of tests before its general release. The objective of these tests is to ensure that the simulation is appropriate for its intended audience, plays well, possesses the requisite level of fidelity to the system being modeled, and is free from programming errors. This article first catalogs the design paramete...
Article
This note provides a social, political, historical, and economic overview of Hungary from World War I to 1990, with focus on elements that may affect the decision-making environment in the country for foreign or Hungarian analysts.
Article
Full-text available
Evaluations of gaming simulations and business games as teaching devices are typically end-state driven. This emphasis fails to detect how the simulation being evaluated does or does not bring about its desired consequences. This paper advances the use of a logic model approach, which possesses a holistic perspective that aims at including all elem...
Article
Certain cognitive and affective results obtained by three increasingly complex business games were examined. All simulations taught facts and concepts but the most complex simulation produced the greatest effect. More game complexity also brought about heightened challenge, lesser monotony, and greater decision-making comprehensiveness. Motivationa...
Article
The effects of various decision-making team sizes in a complex business game were studied. Firm size was associated with nonlinear performance results and decision curves resulting in differential learning outcomes, learning sources, attrition rates, and decisionmaking behaviors. A three-member format produced the highest learning levels while two-...
Article
Full-text available
A number of studies have examined the algorithms that business games use to simulate real-world company functions. This study extends that research tradition into the area of the firm's stock price algorithm while increasing the range of validates considered. An investigation of the stock price algorithms associated with six computer-based manageme...
Article
Various business game indicators of a company’s economic performance exist. The Tobin q was examined as an indicator of the firm’s effectiveness from an investment perspective across a variety of top management games. The Tobin q was also compared to the Altman Z as an alternative indicator of the firm’s financial viability. The q was inconsistentl...
Article
Conclusions: Business instructors who want to expose their students to the dilemmas facing the socially responsible firm can use appropriately designed simulations to accomplish this purpose. The Global Business Game possesses a number of avenues by which this can be accomplished. Players, in the name of company profits, are often tempted, as is th...
Article
This article examines two computer-based decision-making experiences and exercises for teaching various business subjects, namely, GoVenture—Live the Life of an Entrepreneur, and The Business Disc: How to Start and Run a Small Business. The objective of GoVenture's designers was to have players experience the entrepreneur's work-a-day world. They h...
Article
An e-mail survey of 14,497 business faculty members across all disciplines at American Association of Collegiate Schools of Business member schools was undertaken to determine current business simulation game usage and thoughts about business simulation ...
Article
Some game users have contended that students can be successful in games even if they “know little” about the rules and the underlying business theories driving them. Thus, if teams are uninvolved, it is possible that successful game play may not impart the learning typically found in experiential exercises nor that designed into games by their crea...
Article
The case method’s use has grown steadily since its inception in the 1920s. The number of cases available to instructors, and the number of case writers and the outlets for their cases, has increased to meet the demand. Recent developments in the use of cases for teaching purposes are related to the types of computer-based case analysis software ava...
Article
Business games for instruction have continued to grow in their use. While the basic structure of these games has largely remained the same, the technical support provided to both players and game administrators has changed substantially.
Article
Full-text available
This article first speculates on why such little progress has been made regarding the effective application of educational simulation/games. It suggests that the field's eclectic foundation has been a virtue for its development but a vice regarding its rigorous assessment. The article then outlines the antecedents for generating a practical and cum...
Article
Because of an apparent decrease in the business world's sense of ethics and an increase in illegal activities by many executives, America's business schools have taken steps to correct the situation through the education process. Management games, which are played in many schools and simulate the types of competitive conditions faced by real-world...
Article
The strategic management course continues to experience the greatest use of general, top management business games, and a number of games are available to the strategic management instructor Many are classical in their design, whereas others are of more recent vintage. Because the field of strategic management has changed dramatically from its begi...
Article
The variety and user-friendliness of computer-based games available to the strategic management instructor has increased, although the number of commercially available games has fallen due to a number of factors. Based on the criterion of objectively measured learning outcomes, the various games studied over the years produce genuine results and re...
Article
The potential for business games to teach entrepreneurship was investigated. Relatively few simulations are available for this purpose, and those available are very limited in their ability to cover topics typically taught at the collegiate level. Several compensatory exercises are suggested as methods for covering the topic areas that are insuffic...
Article
First exposures to business games are recalled Research on the teaching effectiveness of games began early in the authors career. These studies have often disturbed both those inside and outside the business gaming movement. Great advances have been made in the technology available to support computer-based simulations, but the basic structure and...
Article
Empirical research was conducted on how students analyze cases and what case analysis techniques students employed to produce superior results. This article investigated (a) the analytical and writing approaches employed by students as they began to present their case analysis in written form, (b) whether an empirically derived underlying structure...
Article
The modem business gaming movement came about through the fusion of developments in war games, operations research, computer technology, and education theory. Beginning with first applications in the late 1950s, the use of business games in the United States has now reached a mature stage. Within other English-speaking countries, many additional ad...
Article
A panel of prominent authors and researchers were queriedvia the Delphi technique to determine the future nature of business gaming. Although the future's typical computer will be more flexible and more powerful, most business schools will not possess "cutting edge" technology. The typical game will simulate more issues and interactions, and the ga...
Article
A business school's strategic management and business policy course can serve as a vehicle for internationalizing its curriculum. Six commonly available computerized international management games are evaluated regarding their ability to deal with a large set of critical international business issues. All simulations dealt with most issues needing...
Article
Full-text available
Relatively few studies have attempted to assess the external validity of business games. A S-year longitudinal study examined interpersonal, career-success-related factors not previously considered Within-team peer assessments of various playing/behavioral factors displayed by players were compared to their later career mobility, satisfaction, and...
Article
The general programs, issues, and concerns of two gaming conferences in Russia and Ukraine are summarized The excitement of the political and economic changes occurring in Russia and Ukraine deeply affected both the composition of the attendees and the agenda they pursued. Gaming was recognized as being a potentially major contributor to the develo...
Article
It has been suggested that a management team's forecasting ability serves as the major evaluation standard in business games. This suggestion is explored through an examination of the field's empirical research and a laboratory exploration. Little support was found for the use of the criterion as suggested. Forecasting accuracy increased over time...
Article
The responses offered by Richard Teach to my article that empirically examined his theses regarding the use of predictive accuracy serve to defend his initial position without addressing the negative findings I originally presented. The historical background of my study, as well as an elaboration of its methodology and supportive literature, is pre...
Article
The need for expressing both functional and strategic management skills was examined in a game-based strategic management learning environment. Those possessing high skill levels outperformed those possessing low skill levels. Players possessing intermediate levels or diverse combinations of the two skills obtained intermediate economic results. Al...
Article
The article by Thavikulwat places great emphasis on the creation of valid algorithmic portrayals of the functions being simulated. The reader is cautioned, however, that a simulation 's algorithms are only one part of the experiential learning environment created by the adopter of a game. Learning in these situations comes from not only the game s...
Article
Europe's former Soviet bloc countries have begun to implement market-based restructurings of their economies. The use of experiential learning techniques in general, and the specific use of American-style, market-based management games, can be of particular interest and value to these nations as they begin to implement perestroika . The paper attem...
Article
This review takes a broad look at the management gaming movement and summarizes how the field has evolved to its current state. The article defines terms and parametersfor the management gamingfield and briefly reviews the history of business gaming. Several models of experiential learning applicable to gaming are explained. Included are studies on...
Article
Rapid changes have been occurring in the management education and development area, fueled by the callfor accountability, an increase in experiental techniques, the availability of educational technology, and a recognition of the needfor lifetime learning. This review recognizes some of these changes and trends and suggests implications for practit...
Article
Numerous models have attempted to explain the strategic decisionmaking process. Most of these models have used participant recall as their data base. Several theoretical arguments are cited regarding the potential invalidity ofparticipant recall data. The results of afree simulation study demonstrate a severe lack of agreement among participants ab...
Article
Full-text available
A five-year follow-up study investigated relationships between student performance in a top-management game and various measures of business career success. Positive results were found between numerous predictor variables, Relationships between course-related features and other predictors of career success were also examined. A number of fairly rig...
Article
Full-text available
This paper attempts to relate the conditions that require different planning approaches. A theoretical planning framework is presented that considers the confidence of causal linkages coupled with the extent of environmental change. Prior planning research is synthesized to speculate on the appropriate leadership and decision-making styles for sing...
Article
Three separate senior-level business policy sections played a comprehensive computer-based business game under different game performance grade-weighting schemes. Before/after knowledge tests found that weights had a minor effect on knowledge levels. It was concluded that grade weight is an unnecessary and ineffective motivating device in a busines...
Article
Cognitive structure (subdivided into differentiation, complexity, unity, and organization), ambiguity tolerance, and category width were correlated with game-playing behavior in the Business Management Laboratory for 49 business college seniors. Although some isolated significant correlations were observed, approximately 89% of the theoretically po...
Article
The Kolb Learning-Style Inventory was used to assemble business game firms whose members possessed only one of the four possible learning-styles available. After eight quarters of simulated business operations, the results indicate that a complex simulation rewards all learning styles to an equal degree, certain students are not discriminated again...
Article
Management games and teaching simulations have obtained widespread adoption in business schools and management development programs. While a number of summary evaluations have demonstrated the efficacy of the management game as a learning environment, little is known about what behavior players exercise within the game situation. Using the critical...
Article
Management games and teaching simulations have obtained widespread adoptions in business schools and management development programs. While a number of summary evaluations have demonstrated the efficacy of the management game as a learning environment, little is known about what behaviors players exercise within the game situation. Using the critic...
Article
The study reported in this paper has asked the fundamental question regarding the comparative efficacy of games versus cases in the teaching of business policy. As the management game produced learning outcomes that were equal to cases in fact mastery and superior in principle mastery and overall results, this study concludes that games alone are s...
Article
Full-text available
Distanced Education (DE) for many student populations has become a an alternative to traditional in-resident education. A number of business games have been used in long-term distance education situations. This study examined the comparative learning outcomes and supposed internet- associated benefits of using a game in this fashion. DE learning re...
Article
Full-text available
Most top management business games have been designed to be team experiences. Despite the ramifications of this mandate, little research has been conducted on how the team's members should be selected. The company staffing method may have severe ramifications as a major part of the learning anticipated by this experiential approach comes from the t...

Questions

Questions (4)
Question
How do I add two of my co-researchers to an ongoing project. I have stated the project but overlooked how to cite or list them in Research Gate as co-authors.
Question
All decisions made in a game possess the qualities of Width, Depth and Tenacity. A Width decision is one where the player makes an Assortment choice within the generic areas available. These could be in such areas as Pricing, Place, Production, Accounting, Market Research and Finance. These are generic Width decisions, just as a customer, when buying a car, can choose from any number of car companies such as Ford, General Motors, Toyota, Nissan and Honda when thinking about buying a car. After entering the dealer’s showroom, the customer has to make a number of Depth or Variety decisions about the purchase of cars with different trim lines, colors, brands and options for each brand.
As an example of the Depth associated with generic Width strategy that involves product pricing Table X indicates the Variety or Depth choices available to the player for up to five separate price and customer categories once it has been decided that a Price strategy is the path to success. In this case there are five retail price decisions, five retail rebate prices, the priorities attached to each product and the degree that the decision maker wants to make them available for sale. Because the company’s pricing decisions can be entered for 12 separate markets the player must, or can, make up to 240 price-related decisions per business period.
📷
Conceptualizing Grit
Within the Grip framework, a player’s online decision-making behavior has three dimensions. Width, or the breadth of the marketing mix areas that could be examined and the Depth to which they investigate implementing the price decision. Because Grit entails the vigorous pursuit of the person’s goals over time, the Tenacity dimension of perseverance be included. The result is the three-dimension cube presented in Figure XX. These are the three aspects of the decision-making process that will be examined over the course of game play.📷
Calculating Grit
Every quarter or period of the game a company has to make a number of Width and Depth actions and both of these take time. Thus, a very ambitious company that investigated and used a Wide assortment of the generic actions available would accumulate a relatively high number of
Width actions. Given a firm employed a wide assortment of marketing mix options, the number of visits within the Width decision is recorded again as visits. The total amount of time spent on the company’s Width and Depth actions is recorded as (screen) visits. The level at which, and the consistency of these visits, measures the player’s Tenacity. This measure is a Tenacity Index that reflects the fact that the player with the highest amount of Grit would dedicate a steady number of minutes to their Width and Depth decision over the course of play. A player whose overall average amount of time per period was very high, would be considered to have less Grit. The lowest amount of Grit would be displayed by a player who inconsistently made a low number of Width and Depth visits during the game. Figure X is an example of the activity profile generated by a player in the study. The player in this figure generated a XX.X Grit Index. 📷
Question
Thanks for citing me. You can easily review all he computer-based games that attempt to teach or present practice in entrepreneurship by visiting The Typology of Serious Games and Exercises. You will find that there are many there. I would be pleased to work with you if you would like to do a study the degree to which any of these games teach antrepneurship.
Question
I have authored one of the articles of mine you have cited. Could you please inform me of the context within you have made this citation? I have done a number of further studies on the validity of business games so some of them may be even more pertinent to your project.

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Projects

Projects (5)
Project
The study should last about two years to complete. It is investigating the role that grit may have on learning in a large marketing game.
Archived project
Not applicable