Purpose – The research study seeks to explore the relationship among strategic gaming, the learning organization model and approach, and transfer of learning as key success strategies for improved individual and organizational performance and sustainable competitive advantage. This research aims to identify and elaborate on the strategic integration of interdisciplinary organizational areas leading to the development of a learning organization. Design/methodology/approach – The research uses a cross-sectoral case study approach to learning by focusing on the newly designed Advertising-SCM (Ad-SCM) simulation consisting of a strategic organizational game where experiential learning in organizational practice was emphasized and, subsequently, student learning outcome assessment results were analyzed. Findings – The Ad-SCM simulation game project strengthened the interdisciplinary business education for the learners by preparing them to connect to the corporate world effectively through the use of strategic gaming that modeled learning organization practice and transfer of knowledge, skills, attitudes and job relevant qualities to excel in the workplace. Interdisciplinary strategic games are valuable tools for learning and knowledge management within and across organizations, and need to be further investigated. Research limitations/implications – The research is useful for educators to try interdisciplinary, innovative projects to reinforce learning across all organizational disciplines in an inter-organizational setting, and improve organizational performance for a sustainable competitive advantage. The research is of great value to industry professionals as it motivates critical thinking through the use of the “learning organization” as an interdisciplinary learning zone and investigates the key issues in cross-sectoral business management areas. Practical implications – Interdisciplinary strategic gaming enables industry involvement to build up cross-disciplinary management exchanges between employees and provides real-life case scenarios for interdisciplinary research projects. This research explores the possibility of transfer of learning during the individual’s academic pursuits leading to the reduction in training costs and improved return on investment for organization in the future. Originality/value – The paper utilizes an innovative research stream highlighting the relationship among the use of strategic gaming, becoming a learning organization and transfer of learning for effective learning and knowledge management.
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