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3. The emotional impact of gaming probably does make it a suitable technique for changing
attitudes, provided the game situation is sufficiently clear-cut to pinpoint the attitude to be
changed.
4. Although gaming can hardly be said to teach organizational decision making per se, it does
provide experience in learning from experience, particularly in the application of statistical
and analytical methods.
5. Games undoubtedly do provoke interest which may lead the participant to additional reading
and study. They may change attitudes and they do seem to give some sort of "feel" for
organizational problems.
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