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A previous article showed how business games could be used more effectively for educational purposes. What may be less familiar to many readers of this Journal, however, are the growing number of ways in which a variety of games are being used for research into behavioural and organisational issues. This article discusses a number of different examples. The underlying methodology is described and compared with other approaches to organisational research. The key requirements for the use of games for research purposes are outlined.
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© MCB UP Limited
1984
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