Advanced Search

Journal Navigation

Journal Home

Subscriptions

Archive

Contact Us

Table of Contents

Click here for more information

Click here to sign up for SAGE Journal Email Alerts today!

Sign In to gain access to subscriptions and/or personal tools.
Simulation & Gaming
This Article
Right arrow Full Text (OnlineFirst PDF)
Right arrow All Versions of this Article:
1046878109335921v1
40/4/488    most recent
Right arrow Alert me when this article is cited
Right arrow Alert me if a correction is posted
Services
Right arrow Email this article to a friend
Right arrow Similar articles in this journal
Right arrow Alert me to new issues of the journal
Right arrow Add to Saved Citations
Right arrow Download to citation manager
Right arrowRequest Permissions
Right arrow Request Reprints
Right arrow Add to My Marked Citations
Citing Articles
Right arrow Citing Articles via Google Scholar
Right arrow Citing Articles via Scopus
Google Scholar
Right arrow Articles by Thavikulwat, P.
Right arrow Search for Related Content
Social Bookmarking
 Add to CiteULike   Add to Complore   Add to Connotea   Add to Del.icio.us   Add to Digg   Add to Reddit   Add to Technorati   Add to Twitter  
What's this?

Article

Social Choice in a Computer-Assisted Simulation

Precha Thavikulwat*

* To whom correspondence should be addressed. E-mail: pthavikulwat{at}towson.edu.


   Abstract
Pursuing a line of inquiry suggested by Crookall, Martin, Saunders, and Coote, the author applied, within the framework of design science, an optimal-design approach to incorporate into a computer-assisted simulation two innovative social choice processes: the multiple period double auction and continuous voting. expectations that the multi-ple-period-double-auction market would be bustling, that the continuous voting process would be adaptive, and that the simulation would be a suitable candidate for the assessment of learning were met in an administration of the simulation involving about 87 participants. The author suggests that the technology is ready for computer-assisted simulations to be much more widely used than they are today, but that progress may nevertheless be slow because a great deal of personal investment of time and energy is needed to do good work.

First published on May 13, 2009, doi:10.1177/1046878109335921

Simulation & Gaming 2009;40:488.

A more recent version of this article appeared on August 1, 2009


Add to CiteULike CiteULike   Add to Complore Complore   Add to Connotea Connotea   Add to Del.icio.us Del.icio.us   Add to Digg Digg   Add to Reddit Reddit   Add to Technorati Technorati   Add to Twitter Twitter    What's this?