What Do You Learn in Business Simulations?

FLIGBY’s Leadership Topics

Leadership or business simulation is a dynamic computer-based experience that allows us to practice personal and organizational strategies in a risk-free and motivating learning environment. They effectively build critical capabilities for managing complex situations and organizational challenges.

FLIGBY, Prof. Csikszentmihalyi’s official business simulation program, was developed to build a broad perspective on critical leadership interdependencies, like strategic thinking or managerial skills needed to make modern organizations/networks sustainably successful. Although FLIGBY is Flow-based, its organizational challenges and options are fully compatible with a wide range of leadership theories, enhancing them all.

FLIGBY is a much more effective teaching tool than any case study can be because the story unfolds in response to the player’s actions in dynamic and ever-more-complex ways. FLIGBY also trumps traditional teaching case studies because the player receives instant feedback, in various ways, about the 150+ decisions that they must make during the Game. In contrast to a typically written case study, the player has to create not just one big decision about a dilemma, but dozens of more and less influential ones, as in real life. Most decisions can be the subject of extensive discussion among the participants as if numerous case studies and their dilemmas were wrapped into one.

FLIGBY at Lundquist College of Business – “Grad Students Find Business Flow”

FLIGBY has already been employed, reportedly with success, in management/ leadership and other courses at universities as well as in training programs in the corporate world. Based on thousands of feedback from players around the globe, most participants enjoy and thus appreciate the opportunity to learn by playing a well-designed, interactive business game.

Business Simulation: FLIGBY at your class

The topics covered by FLIGBY’s plot and the decision dilemmas during the Game make it an appropriate teaching tool in a variety of courses, such as:

  • Strategy – Strategic Management
  • Strategy – Blue Ocean Strategy
  • International Business
  • Leadership – Managing People (Human Resources)
  • Leadership Development – Self-Management
  • Network Leadership – Innovation and Achievement
  • Competitive Strategy – Business Development
  • Marketing in the Context of General Management
  • Managing Change – Organizational Behavior and
  • Leading Teams
  • Entrepreneurship
  • Cross-cultural Management
  • Project Management
  • Sustainability in Business
  • Business Ethics
  • Applied Psychology
  • Corporate Negotiations – Creating Value

Incorporating games into business programs have become ever more popular in recent years because good games have proven to be effective teaching and learning devices and because participants not only appreciate but also expect to encounter such games in their programs.

At that debriefing, students remarked on how the situations FLIGBY placed them in challenged them to manage complicated employees and a fractured team and their reactions to what many would consider unprofessional behavior. And while some of that behavior is extreme, it’s all too familiar to many.

FLIGBY at Central European University – Flow Theory-Based Management Education Transformed by Simulation Gaming


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