Leonardo da Vinci programme   
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Decoration E-MusicBusinessGame Frequently Asked Questions  

TO WHOM IS THIS GAME ADDRESSED TO?

a) Academics and teaching staff from Business Schools, Faculties of Management, Faculties of Economics;
b) Trainers in Cyber-Marketing or in Business Management from private companies;
c) Executives and leaders of SMEs, especially from e-Businesses;
d) Students in Business Administration and in Management;
e) Trainees of private companies;

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HOW CAN I DOWNLOAD THE GAME?

To download the game you have to be a ‘teacher’ (academics, teaching staff, teacher, teacher, etc.) in management. You have to register first and fill out the registration form either as ‘teacher’ or as ‘learner’. An e-mail of confirmation will be sent to your e-mail account and in a short term of period you will receive by e-mail your username and password.

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IN WHICH SECTORS THE PROJECT IS RELATED?

This project potentially relates to all the sectors of the economy, since gradually, even the sectors known as ‘traditional’ ones integrate projects of the e-Business type. However, this project focuses on sector selling digital goods such as music, software, etc.

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WHICH ARE THE GOALS OF THE PROJECT?

The project has the following specific aims:

The main goal of the project is to design and develop an e-Business game in order to ease the learning process of cyber-marketing and e-Business management concepts.
Making it possible to remote learners to play the game within teams via Internet or via a LMS is the second key goal of this project.
Allowing the teachers to develop collaborative learning and to tutor the learners in classroom and/or via the Web through a LMS is a third key objective.

On a more technological basis the project objective is to be found in the development of a dynamic model of simulation and a game adapted to the e-Business management. Dynamic modeling implies the taking into account of ‘time’ in the description of the phenomenon. The model which it is envisaged to develop aims at simulating the behavior of a company involved in an e-Business market. Two types of companies are targeted: the ‘pure e-Businesses companies’ which exclusively ground their activities on Internet; the traditional company, who gradually develop their activities while resorting to practices which concern the e-Business (like the die-intermediation of the sales).
The e-Business model aims also at describing the behavior of certain markets in which E-business and Internet characteristics play a major part (e.g.: tourism, banking, etc). It is envisaged to develop various models of market in the future. But as a starting point, the project will concentrate either on a market with production of tangible properties (hard goods), like publishing, for which, the Internet activity supplements the traditional practices or on a market with ‘pure’ digital goods (music). This simulation model designed and developed for this project relates finally to the music market.

However, it has to be stressed, as written before, that the main purpose of the project is learning and teaching e-Business because the dynamic model will feed a business game directed to e-Business. Trainers and teachers will find a unique and relevant tool for teaching in a classroom or in a remote environment such a complex topic.

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WHICH ARE THE PRINCIPAL PROPERTIES OF THE GAME?

Its principal properties are as follows:

  • it is based on e-Business models;
  • it simulates the decision-making processes of the firm and the market;
  • it allows the entry of several competitors (teams);
  • it works by cycles (decision input, execution of the model (simulation) and feedback to the players);
  • it will function in an open technological environment: Internet
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