The Relationship between Identifiable Attributes and Decision-Making Ability of Purchasing Personnel as Measured by the Results of a Management Game Page: 19
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war situations. ^ In addition, strategies were tested in these games
in order to secure experience that would have been extremely costly in
terms of money and the lives of the soldiers engaged in conflict.
The 1940's and early 1950's saw the development of a game
that was more than a game. It was an exercise in decision making.
Should the players sell or not sell? Should they buy or not buy?
The name of the game was "Monopoly. " Not only did this game pro-
vide entertainment for its players, but it also provided valuable
experience in dealing with money, real estate, and bartering tech-
niques. Furthermore, this type of simulation laid the groundwork
for more sophisticated applications of games for teaching as well as
The demand for realistic simulated exercises in management
led the American Management Association (AMA) to introduce "Top
Management Decision Simulation" in 1956. This business game was
first used at Saranac Lake, New York, in 1957 with a group of business
executives. Bellman notes that within a year of this introductory
C.J. Thomas, "The Genesis and Practice of Operational
Gaming, Proceedings of the First Conference on Operations Research
(Baltimore, 1957), p. 64.
Franc M. Ricciardi and others, Top Management Decision
Simulation (New York, 1957).
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Ellis, Norman Dean, 1933-. The Relationship between Identifiable Attributes and Decision-Making Ability of Purchasing Personnel as Measured by the Results of a Management Game, dissertation, May 1973; Denton, Texas. (https://digital.library.unt.edu/ark:/67531/metadc164597/m1/32/: accessed April 23, 2019), University of North Texas Libraries, Digital Library, https://digital.library.unt.edu; .