Characterizing Business Games Used in Distance Education

The Internet created new opportunities for business simulation applications in general and business gaming applications in particular. Two approaches are currently in use for the latter. The First approach comprises devising web-based simulators, both new and converted ones. The second approach encompasses all conversion types of existing simulators. This paper is twofold. First, it proposes a taxonomy to the different types of business games used in distance education, presenting their characterizations, advantages and disadvantages. Second, it presents an example of an Advanced Hybrid Model with applications both in distance education and traditional courses.