and profits per round will be calculated. After a fixed
number of rounds the game ends and the player with
the highest total profit wins the game.
This paper is structured as follows: In section 2
the term business game is defined in relation to the
history of business games, other business games are
cited and related work is discussed. Section 3 gives a
brief review of the taxonomy of business games and
classifies Salt Seller. Section 4 introduces a general
framework for n-player round-based games. As ap-
plication of the general framework of section 4 we
describe in section 5 the Salt Sellers’ market model
which consists of parametrized market functions in
order to calculate the game’s outputs in each period.
The implementation which is presented in section 6 of
the market model functions and the multi-player ar-
chitecture has been done with the help of the Python
Web application framework Django (Django, 2015)
followed by an evaluation and a conclusion in section
7 and 8.
2 BUSINESS GAMES
A gaming simulation which can be traced back to a
Chinese war game Wei Qi (game of encirclement) as
far as 3000 BC consists of interactions among groups
of players (decision makers) placed in a predefined
setting and constrained by a set of rules and proce-
dures. In a gaming simulation a player fulfills a pre-
scribed role with a defined task in a particular realistic
situation (Hsu, 1989).
Business games (BGs) are games within a busi-
ness environment that can lead to one or both of
the following results: the training of players in busi-
ness skills (hard and/or soft) or the evaluation of
players’ performances (quantitatively and/or qualita-
tively) (Greco et al., 2013).
Triggered by the integration of developments in
war games, operations research, computer technol-
ogy and education theory, BGs arrived on the scene
in the late 1950s for example with development of the
American Management Association (AMA) decision
simulation game (Ricciardi and Marting, 1957). In
the following years games such as the Beer Distribu-
tion Game (Sterman, 1989; Jarmain, 1963; Forrester,
1961) or the Markstrat Simulation Game (Larr
´
ech
´
e
and Gatignon, 1977) were released and remained pop-
ular until today (Stratx Simulations, 2015). An ex-
haustive survey about the historical development of
the field of business games is presented by Wolfe
(Wolfe, 1993).
Today the field of business games is influenced
by current technology developments such as natu-
ral language and advanced graphics processing, new
business models like learning on demand and online
feedback mechanisms based on artificial intelligence
(Summers, 2004). BGs also serve as experimental en-
vironment for training artificial agents and for study-
ing deviations of human players from rationality. Fur-
thermore, BGs are used as incentives to make crowd
based online work (crowdsourcing) more attractive
and effective (Rokicki et al., 2014). They are imple-
mented by global enterprises like Google, Microsoft,
American Express, Caterpillar, etc. to train their em-
ployees and managers (Uskov and Sekar, 2014).
Since their inception the main purpose of BGs
has been to teach. Over the years BGs became very
popular in management education. Nowadays, al-
most every MBA program requires students to play
one or more management simulations, and BGs are
even more commonly applied at the undergraduate
level (Faria, 1998). In addition, role-playing in the
business context can improve soft-skills such as team
work, leadership, and practicing concepts and skills
used in strategic management, marketing, finance,
and project management.
3 GAME CLASSIFICATION OF
SALT SELLER
Eilon’s early taxonomy (Eilon, 1963) classifies BGs
according to design characteristics (computer/non-
computer, total enterprise/functional, ...) and ex-
pected use (management training, selling purpose, re-
search).
Other taxonomies focus on a specific aspect of a
game, such as the web technologies used in order to
provide distant education (Bernard, 2014) or the skills
that are mediated (product development, project man-
agement, logistic skills, risk management) (Riedel
and Hauge, 2011).
A complete taxonomy of BGs is presented by
Greco et al. (Greco et al., 2013) which combines and
extends previous work (Maier and Gr
¨
oßler, 2000;
Aarseth et al., 2003; Elverdam and Aarseth, 2007)
in this field. Greco et al. classify BGs along five
dimensions: application environment; elements of
the user interface; target groups, goals, and feed-
back; user relation; and model. Each dimension is
described by an enumeration of characteristics and
sub-characteristics. One game can be categorized
by a subset of characteristics. Below, Salt Seller is
classified according to this taxonomy.
Application Environment. Salt Seller is a stand-
alone simulation which means it is currently not
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