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Bragge Et Al. (2010)
Bragge Et Al. (2010)
Bragge Et Al. (2010)
Abstract
The authors apply the research profiling method to review all the research that has
been published in Simulation & Gaming since the journal’s inauguration in 1970. The
data include 2,096 articles, of which 1,046 are research articles. The authors identify
the prolific authors and their institutional affiliations. They tally referenced articles,
title phrases, and descriptors. They find that the most prolific authors neither engage
in more work division nor author more conventional thinking articles than less prolific
authors and that the 51 prolific authors fall into 7 to 11 clusters.
Keywords
affinity propagation, bibliometrics, clusters of authors, conventional thinking, descrip-
tors, hidden patterns, hot topics, knowledge creation, literature review, mapping,
new thinking, profiling, prolific authors, research articles, research profiling, statistical
methods, text mining, topic evolution, visualization, work division
1
Aalto University, Helsinki, Finland
2
Towson University, Towson, MD, USA
3
Turku School of Economics, Turku, Finland
Corresponding Author:
Johanna Bragge, Department of Business Technology, Aalto University School of Economics,
P.O. Box 21220, 00076 Aalto, Finland
Email: johanna.bragge@aalto.fi
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870 Simulation & Gaming 41(6)
form of a narrative review at one end and a quantitative meta-analysis at the other end
(King & He, 2005). In between these extremes are descriptive reviews that combine
verbal description with quantification, a notable example of which is Faria, Hutchinson,
and Wellington’s (2009) review of business games. Besides the methods discussed by
King and He (2005), review methods using computer intensive techniques, such as
text-mining and social network analysis, have recently received increasing interest
(Börner, Chen, & Boyack, 2003; Bragge, Korhonen, Wallenius, & Wallenius, 2010;
Porter, Kongthon, & Lu, 2002; Raghuram, Tuertscher, & Garud, 2010; SciMaps, 2005;
Small, 1999). These bibliometric approaches can reveal hidden patterns in the data and
allow the analysis of large data sets beyond what is feasible with more traditional
approaches.
In this study, we employ research profiling, a bibliometric method, first, to depict
and visualize the research that has appeared in Simulation & Gaming (S&G) since its
inauguration in 1970 and, second, to compare the patterns of work division and knowl-
edge creation among top-publishing authors and other prolific authors. Our data consist
of matrices of frequency counts among authors, author affiliations, references, titles,
and descriptors taken from the database of the publisher of S&G.
Research Profiling
Methodology
Research profiling (Porter et al., 2002) is based on bibliometrics, broadly defined as the
application of mathematical and statistical methods to books and other media of com-
munication (Hood & Wilson, 2001; Pritchard, 1969). Bibliometric studies typically
enhance general activity counts by examining item occurrences or co-occurrences,
inasmuch as terms appearing together more often than expected may reflect a signifi-
cant relationship (Porter et al., 2002). The most common bibliometric items studied are
references (Boyack, Klavans, & Börner, 2005; Culnan, 1986, 1987; Meyer, Lorscheid,
& Troitzsch, 2009; Raghuram et al., 2010). Research profiling extends the scope of
bibliometric studies by examining content words with text-mining tools (Yang, Akers,
Klose, & Barcelon Yang, 2008).
Research profiling supplies answers to four type of questions, namely, who, what,
where, and when (Porter et al., 2002; Watts & Porter, 2007).
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Bragge et al. 871
two-dimensional tables, and graphs of trends. In addition to these basic analyses, cor-
relational and factor analytic tools may be used find clusters and produce maps.
Research profiling can be considered as an iterative problem-solving process.
Borrowing from Simon’s (1960) seminal work, Porter and Cunningham (2005) suggest
that the process includes three main phases: (A) intelligence, (B) analysis and design,
and (C) choice. Each phase includes two to four steps, as illustrated in Figure 1.
Following this process, we set out to profile all the research that has been published
in S&G during 1970-2009. S&G published four issues a year until 2008 and publishes
six issues a year since then. Although academic research on simulation/gaming has
been published in various other journals, this body of literature is fragmented. Thus,
we decided to make a journal-based study instead of a content-based study, because
S&G is one of the top journals in this field and the most focused on the topic. Moreover,
40 years is such a long time for a single journal that it alone provides data abundantly
to be profiled with bibliometric methods.
Recently, Crookall (2009) gave a thorough overview of S&G’s history. In brief,
the journal was originally named Simulation & Games: An International Journal of
Theory, Design, and Research. It has been renamed twice, in 1990 and in 2000. The
current full name is Simulation & Gaming: An Interdisciplinary Journal of Theory,
Practice and Research. Besides research articles, the journal publishes reviews, asso-
ciation news and notes, ready-to-use games and simulations, reports and communica-
tions, and biographies.
The bibliographic data for this study was acquired from S&G’s publisher, Sage
Publications. We collected data of all published items from 1970 (Volume 1, Number 1)
through 2009 (Volume 40, Number 6). In addition, we included 37 prepublished items
from Sage Publications’ OnlineFirst service, up to November 17, 2009. A complete set
of statistics was not available for the OnlineFirst articles, so we could not include them
in every analysis. Tables and figures wherein OnlineFirst articles are included show a
plus symbol in the range of years (i.e., 1970-2009+). Altogether, 2,096 published items
formed our final data set.
Regarding publication type, Sage categorizes S&G articles into 13 different classes:
research article, review, editorial, about the author, news, conference, letter, erratum,
notes, obituary, bibliography, introduction, and other. We found many miscategorizations
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872 Simulation & Gaming 41(6)
in the data (e.g., a news item is categorized as a journal article), so we resorted the
items into three main categories: research articles (1,046 items), editorials (120 items),
and others (930 items). We present first a basic bibliometric analysis on all publica-
tions, after which we present basic and advanced bibliometric analyses on the research
articles. Because of space limitations, we depict the analyses rather briefly in these
sections and elaborate on the results primarily in the discussion section that follows.
All Publications
Excluding OnlineFirst items, the number of research articles, editorials, and others are
depicted, year by year, in Figure 2. The number of research articles rose by 63% from
1970 to 2009, and the number of editorials increased by 530% during the same interval.
The others category include reviews as the largest type. The reviews averaged around
10 per year in the first three decades, but they dropped to about two per year during
2000-2009.
Table 1 presents the top 10 authors based on the total of all types of publications.
The last column depicts the authors’ most common recurring title words. From those
we may see that several of the top authors in this all-publication-types list have regu-
larly published news items related to one of the following associations: International
Simulation and Gaming Association (ISAGA), the North American Simulation and
Gaming Association (NASAGA), the Association for Business Simulation and
Experiential Learning (ABSEL), and the Japan Association of Simulation and Gaming
(JASAG). Also, the statistics on the number of pages per article (see Figure 3),
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Bragge et al. 873
Note: ISAGA = International Simulation and Gaming Association; NASAGA = North American
Simulation and Gaming Association; ABSEL = Association for Business Simulation and Experiential
Learning; JASAG = Japan Association of Simulation and Gaming.
excluding OnlineFirst articles, reflect this, as 20% of all published items are 1 to 2
pages long. The average number of pages is 9.8 for the 2,059 published items and 15.6
for the 1,010 research articles (excluding OnlineFirst items).
When analyzing the reference lists, we find that there are 11.8 references on aver-
age for 2,059 published items of all types, excluding OnlineFirst items. This statistic,
however, should be based on research articles alone, as other articles do not usually
contain references. If we take only the research articles into account, the average num-
ber of references rises to 22.6 for the 1,010 research articles.
Table 2 lists the top-10 referenced authors (including self-references), based on
the number of published articles in which they are referenced. The table also lists the
total number of instances in which those authors are referenced, because an article
may reference more than one publication by the same author. Joseph Wolfe and
David Crookall appear on both the top author list (Table 1) and top referenced list
(Table 2).
Research Articles
More than half of S&G research articles have been sole authored, and about 30% have
two authors (Table 3). Altogether, 1,388 different authors have contributed 1,046
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874 Simulation & Gaming 41(6)
research articles to S&G within the study period. The most prolific authors (Table 4),
having each contributed seven or more articles, represent 0.7% of all S&G article
authors but account for 12.8% of the S&G articles published. The top-3 authors
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(Wolfe, Jones, and Thavikulwat) in this list also appear in the top-10 author list of all
publication types (Table 1).
The average range of publication years is 22.5 for the top-10 authors (24.3, if
excluding Thatcher, whose seven publications appear in a single year, from the calcu-
lations). Martin Shubik has the longest publication year range (39 years), followed by
Joseph Wolfe (34 years) and Jan Klabbers (30 years). It is a strength for the journal to
have so many active authors with an extensive perspective to the field.
Table 5 presents the authors’ top affiliations. The rank order is based on the number
of research articles, but for comparison we also present the number of instances, which
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876 Simulation & Gaming 41(6)
is larger when an article is coauthored by two authors from the same institution. The
majority of research published in S&G comes from U.S. universities. The only non-
U.S. institution among the top 10 is the University of Windsor, Canada. Other non-
U.S. institutions among the top-35 affiliations are Delft University of Technology, the
Netherlands (11th with 10 research articles); the National University of Singapore
(also 11th with 10 research articles); and Tel-Aviv University, Israel (25th with 6
research articles).
Figure 4 depicts the distribution of the number of references, M = 22.6, of the 1,010
research articles (excluding OnlineFirst items). About one third of the articles have 10
or fewer references, and about half of the articles have 17 or fewer references.
Table 6 lists the 10 most referenced authors, ranked by the number of research
articles referencing each author. Nine of the top-10 referenced authors are the same as
in Table 2 for all publication types, with only Biggs replacing Guetzkow in 10th place.
The rank order of referenced authors remains practically the same when self-written
articles are excluded from the number of referencing articles—only Boocock would
change places with Kolb, with a difference of one referencing article. For comparison,
Table 6 also shows the number of referencing instances as well as the number of self-
referencing instances. As an example, Joe Wolfe has been referenced in 145 research
articles, appearing in 450 instances (i.e., around 3 of his articles have been referenced
in one referencing article). From these numbers 20 and 107 are self-referencing arti-
cles and instances, respectively.
Not surprising, most authors cite their own articles at least once in each article, a
pattern that is approximately constant with respect to the number of referencing arti-
cles. More variation exists in the number of self-referencing instances, which ranges
from 2.3% to 35.4% of total referencing instances.
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Bragge et al. 877
Table 7 lists the most common journal or proceedings outlets of the references bro-
ken down by decades. Consistent with the findings of other research profiling studies
(Bragge et al., 2010), the most commonly referenced journal is almost without excep-
tion the journal itself, as in this case. What is worth noticing is the astounding rise in
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878 Simulation & Gaming 41(6)
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Bragge et al. 879
1. Among the prolific authors, do those who author more articles in S&G
engage in more work division than those who author fewer articles? By
work division we mean authors dividing their work among themselves and
thereby raising the number of articles for which each receives publication
credit.
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880 Simulation & Gaming 41(6)
If the higher number of publications by those who have authored the most articles
is due to work division, then those who have authored the most articles in S&G will
have engaged in more coauthorship than those who have authored fewer articles. The
alternative hypothesis is that highly published authors do not coauthor more than less
published authors, so to the extent that they divide work among coauthors, they do not
do it more frequently than less published authors.
2. Among the prolific authors, do those who author more articles in S&G write
proportionately more articles that contribute incrementally to conventional
thinking, compared with articles that present new thinking, than those who
author fewer articles?
If those who have authored the most articles in S&G write proportionately more
articles that contribute incrementally to conventional thinking rather than articles that
present new thinking, then their articles will reference more of the widely referenced
S&G authors than those who have authored fewer articles. The alternative hypothesis
is that highly published authors do not reference widely referenced S&G authors more
frequently, so their articles should contain about as much new thinking as those of less
published authors.
3. Among the prolific authors, can clusters of authors be identified together with
each cluster’s exemplar, which is the author at the center of each cluster, so that
those seeking to understand the totality of the work that has been published
in S&G may be able to identify quickly the dominant schools of thought by
studying first the articles authored by the exemplars?
Matrix of Coauthors
For the matrix of coauthors, we selected authors who have authored or coauthored at
least four research articles in S&G between 1970 and 2009+ (including 8 OnlineFirst
articles). The collection amounts to 51 authors whose authored articles range from 4 to 23,
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Bragge et al. 881
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Table 9. Top-39 Descriptors of Research Articles (1971-2006)
Number of
882
Rank Articles Descriptors 1971-1976 1977-1982 1983-1988 1989-1994 1995-2000 2001-2006
1 387 Decision making 58 73 57 73 77 49
2 381 Management games 28 71 47 75 90 70
3 230 Programming management (Computers) 24 24 28 43 74 37
4 151 Management science 15 62 12 21 5 36
5 140 Business education 6 17 17 32 46 22
6 120 Problem solving 10 13 22 23 27 25
7 82 Management research 11 36 7 4 4 20
8 74 Educational administration software 9 12 6 17 14 16
9 57 Human resource management 8 7 7 12 11 12
10 53 Organizational behavior 4 9 11 8 11 10
11 50 Information systems 14 2 8 8 12 6
12 45 Management 1 3 7 2 13 19
12 45 Organizational learning 0 0 3 15 15 12
14 44 Organizational research 2 3 16 18 3 2
15 42 Management training 2 7 5 6 16 6
16 41 Management methods 1 10 1 0 0 29
17 39 Planning 7 3 4 10 11 4
18 38 School administration 4 13 4 2 12 3
19 37 Conflict management 6 2 6 10 9 4
20 35 Community development 9 10 5 3 6 2
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21 34 Strategic planning (Business) 0 2 4 16 9 3
22 33 Business teachers 8 1 7 2 10 5
23 31 Industrial psychology 5 10 6 6 3 1
24 29 Small groups 1 2 8 10 5 3
25 27 Community relations 3 7 6 6 4 1
(continued)
Table 9. (continued)
Number of
Rank Articles Descriptors 1971-1976 1977-1982 1983-1988 1989-1994 1995-2000 2001-2006
26 26 Mathematical optimization 11 4 5 0 4 2
27 25 Health services administration 0 1 2 5 1 16
28 23 Business 0 1 2 3 4 13
28 23 Management development programs 0 1 4 9 8 1
28 23 Organizational change 1 1 3 3 9 6
28 23 Entrepreneurship 0 0 2 7 12 2
28 23 Teamwork (Workplace) 1 0 3 8 7 4
33 22 Information management 7 2 3 4 2 4
34 21 Crisis management 2 2 1 3 5 8
35 20 Discriminant analysis 8 7 3 1 1 0
36 17 Organizational structure 0 3 3 4 5 2
37 16 Health planning 0 1 2 2 1 10
38 15 Labor relations 4 5 1 3 2 0
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38 15 Business negotiations 0 2 2 0 7 4
883
Table 10. Summary of S&G Research Articles Over Four Decades
1970-1979 1980-1989 1990-1999 2000-2009
884
No. of articles 187 221 304 298
Top authors Allen, L. E. [4] Wolfe, J. [6] Jones, K. [15] Cannon, H. M. [7]
Shubik M. [4] Duke, R. D. [4] Wolfe, J. [13] Klabbers, J. H. G. [7]
Brewer, G. D. [3] Lederman, L. C. [3] Thatcher, D. C. [7] Barach, P. [4]
Dukes, R. L. [3] Norris, D. R. [3] Thavikulwat, P. [7] Faria, A. J. [4]
Enzle, M. E. [3] Remus, W. E. [3] Gold, S. C. [6] Gastao Salies, T. [4]
Kidder, S. J. [3] Williams, R. H. [3] Faria, A. J. [5], Gold, S. C. [4]
Livingston, S. A. [3] Pray, T. F. [5] Halleck, G. B. [4]
Miller, L. D. [3] Yeo, G. K. [5] Hill, J. L. [4]
Naylor, T. H. [3] Mayer, I. S. [4]
Thavikulwat, P. [4]
Top Johns Hopkins University [8] Rutgers University [8] University of Tulsa [13] Oklahoma State University [22]
affiliations
University of Michigan [8] University of Michigan [7] Rochester Institute of Delft University of Technology
Technology [8] [7]
Yale University [7] University of Tulsa [7] Towson University [7] Wayne State University [7]
Ohio State University [6] University of Minnesota [5] Georgia Institute of Georgia Institute of Technology
Technology [5] [5]
Rutgers University [5] Arizona State University [3] National University of Rochester Institute of
Singapore [5] Technology [5]
Auburn University [3] Rutgers University [5] CIRAD, France [4]
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International Institute for University of Michigan [5] Towson University [4]
Applied Systems Analysis [3]
Northern Illinois University [3] University of Windsor [5] University of Bergen [4]
Ohio State University [3] George Mason University [4] University of Chicago [4]
Rice University [3] Solent Simulations [4] University of Michigan [4]
(continued)
Table 10. (continued)
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Gamson, W. A. [14] Remus, W. E. [15] Gold, S. C. [18] Saunders, D. [23]
Jones, K. [18] Duke, R. D. [22]
Senge, P. M. [22]
(continued)
885
Table 10. (continued)
886
1970-1979 1980-1989 1990-1999 2000-2009
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Quarterly [20] Review [16]
Journal of Personality and Social Simulation/Games for Educational Researcher [16]
Psychology [15] Learning [19]
System Dynamics Review [16]
(continued)
Table 10. (continued)
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(Computers) [49] (Computers) [97] (Computers) [52]
Programming management Management science [45] Business education [66] Management science [36]
(Computers) [32]
Management research [28] Business education [36] Problem solving [44] Management methods [29]
(continued)
887
888
Table 10. (continued)
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Bragge et al. 889
Figure 6. Relationship between coauthorship index and number of articles by each author
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890 Simulation & Gaming 41(6)
Figure 7. Relationship between reference index and number of articles by each author
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Bragge et al. 891
Thus, to the extent that the clusters identify schools of thought, we find between 7
and 11 schools of thought, each school centered on an exemplar, as listed in Table 11.
The articles written by the exemplars should be understood as the most typical of each
school and not necessarily the most forward thinking or the best written. Accordingly,
a researcher desiring a quick assessment of research articles in S&G could study only
the articles written by the seven exemplars of the seven-cluster set. With time to spare,
the researcher could add the articles written by the four additional exemplars of the
11-cluster set.
A map of the similarities among authors based on their pattern of citations is shown
in Figure 8. That is, authors who commonly cite the same referenced authors are similar
to each other. The map was produced with VantagePoint Version 6.1 software, which
uses cosine distance, rather than Pearson correlations, as the measure of similarity.
Cosine distance scales the measurement from 0 to 1, eliminating negative values,
which makes cosine distance more suitable for mapping than Pearson correlations.
The two measures are highly correlated, M = .976, SD = .013.
The vertical and horizontal axes of the map have no specific meaning, inasmuch as
the software simply reduces the 51-dimensional representation to two dimensions,
seeking in the process to maintain authors with a high degree of similarity in close
proximity to each other. Authors who are placed closer to each other generally are
more similar than those who are placed farther away; nonetheless, the presence or
absence of a line between authors and the thickness of the line correspond precisely to
similarity.
Two groups are evident on the map, the dense upper one and the sparse lower one.
Differences between these two groups are tabulated in Table 12. To construct the last
two columns of this table, the 97 most referenced publications of the 51 authors were
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Bragge et al. 893
divided into two categories, business and others, based on the title of the publications.
Publication titles with business-related words, namely, business, decision sciences,
entrepreneurship, management, marketing, organizational behavior, and operations
management, were classified as business publications. We find that the dense group is
composed predominantly of business researchers, inasmuch as 52.48% of their refer-
encing instances are to business publications, as compared with only 3.76% of the
referencing instances of the sparse group, χ2(1, N = 2,837) = 481, p = .000.
The map of Figure 8 and the clusters of Table 11 are evidently valid. Although
derived by different algorithms, the two are consistent, considering that the dense group
contains fewer exemplars and the sparse group contains more exemplars. Three exem-
plars (Gold, Faria, and Kin) of the seven-cluster set are found in the dense group and
four exemplars (Hill, Mayer, Gamson, and Thatcher) are found in the sparse group. Of
the additional examplars from the 11-cluster set, one (Hornaday) is found in the dense
group and three (Klabbers, Lederman, and Thorngate) are found in the sparse group.
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894 Simulation & Gaming 41(6)
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Bragge et al. 895
Appendix
Affinity Propagation
Affinity propagation (Frey & Dueck, 2007, 2008) is an iterative algorithm for clus-
tering a collection of items based on a measure of similarity between items. It differs
from other clustering algorithms in that it does not require the user to specify the
number of clusters a priori. Rather, it finds that number based on the data and on
the user’s indicated preference for a smaller or larger number. The algorithm is suit-
able for our application, because S&G authors are not known to fall into any number
of clusters a priori.
The algorithm applies an ingenious logic that simulates how people become clus-
tered at a large gathering. At such gatherings, people move toward those they admire
more and away from those they admire less, so that after a suitable time, everyone is
found to be clustered, each cluster formed around a person who is known as that clus-
ter’s exemplar. At one extreme, if everyone views herself as extremely admirable as
compared with everyone else, then each person will admire only herself, each alone
will be her own exemplar, and the number of clusters will equal the size of the gather-
ing. At the other extreme, if everyone views herself as extremely unadmirable, then
only a minimum number of clusters will form, each cluster composed of those admir-
ing an exemplar who, although thinking of herself as unadmirable, cannot escape the
admiration of those surrounding her.
Admiration corresponds with similarity. To obtain a range of clusters from the algo-
rithm, the user sets a self-similarity value that represents how much each item admires
itself. If the self-similarity value is set to the lowest of all the similarity values of the
items with respect to each other, then, provided the algorithm converges, the resulting
number of clusters is the minimum number.
Our measure of similarity is the correlation of authors by referenced authors, rang-
ing from −.34065 to .961561, Mdn = −.03717. To direct the algorithm to find the mini-
mum number of clusters of Table 11, we specified a self-similarity value that is the
smallest of the correlations. To direct the algorithm to find the maximum number of
clusters of that table, we specified a self-similarity value that is the median of the cor-
relations. In both cases, the algorithm converged after 11 iterations. We do not report
results for a self-similarity value higher than the median, because a larger number of
clusters does not serve the purpose of this study.
Acknowledgments
The authors are grateful to Anne Sunikka and Pekka Malo for their review and critic of this
article. Special thanks are due to Joe Wolfe for the generous guidance he provided when resolv-
ing the inconsistencies in Sage Publication’s database and to David Crookall for his encouraging
and insightful comments throughout the writing process.
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896 Simulation & Gaming 41(6)
The author(s) declared no conflicts of interest with respect to the authorship and/or publication
of this article.
Funding
The author(s) disclosed receipt of the following financial support for the research and/or author-
ship of this article:
The first author received funding for authorship of this article from the Jenny and Antti
Wihuri Foundation, which is gratefully acknowledged.
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Bios
Johanna Bragge (PhD, Helsinki School of Economics) is an assistant professor of information
systems science at Aalto University School of Economics. Her research interests include
e-collaboration, service co-creation, digital marketing, and text-mining. Her research has been
published in IEEE Transactions on Professional Communication, Journal of the AIS, Group
Decision and Negotiation, Journal of Financial Services Marketing, and the European Journal
of Operational Research. Contact: johanna.bragge@aalto.fi.
Juuso Töyli, (PhD, Turku School of Economics), (PhD, Helsinki University of Technology), is
acting professor at Turku School of Economics. His current research interests include business
simulation games, networking business, and logistics and financial performance. He is the
author of computerized business simulation game SIMBU and the coauthor of MOB. Contact:
juuso.toyli@gmail.com.
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