Exton, PA (PressExposure) May 26, 2008 -- Engaging in a business startup may appear to be ill advised when considering present global economic conditions. However, the staff at Tycoon Systems (http://businessplayer.ebusinessgrowth.com/) know that engaging a virtual economy can help burgeoning entrepreneurs create ideas and watch them unfold in cyberspace. If successful some of these ideas can be launched in the real world with a greater sense of potential success.
Tycoon Systems has discovered that by making business education an online game it becomes much easier to assume risk in order to visualize how a business idea might progress in the real world.
Martin Maiburg, Director of Marketing & Licensing describes Tycoonâs process as one that is, âBased on real world economic models. Our simulations offer the participants an opportunity to experience competition in markets. By playing multiple simulation rounds, they experience the management of a company in changing competitive environments.â
Unlike moneymaking board games that originated decades ago this educational system relies on interaction and 21st century variables. âThe participants are competing against each other in industries which evolve dynamically, depending on the decisions of all players. In real-time, the participant see the impact of their decisions to the bottom line,â said Maiburg.
Individuals can use Tycoon Systems online products as a means of determining the viability of an idea while professors and corporations use it as a learning tool with students and staff. With three different customized games the concept is gaining attention.
Maiburg stresses, âIt's a great opportunity to integrate social networking and edutainment with the development of entrepreneurial thinking.â
Hundreds of participants are allowed to follow the same game simulation and, âParticipants experience the fundamentals of strategic management within their own interactive virtual economy,â according to Maiburg.
In a global society already immersed in video gaming the idea of developing a business model in the virtual world can assist in troubleshooting problem areas and moving the entrepreneur to consider other principles when the transition is made from the online world to real life.
Sales of electronic gaming are around 7 billion dollars annually. While there can be a stress release mechanism associated with participation in electronic games the idea that a student can follow a business plan through an electronic game can help provide a sense of empowerment when the idea enters reality.
It is much easier for students to explore possibilities in a virtual world before committing to an idea that may be found to have inherent flaws. âFocusing on the development of entrepreneurial thinking and strategic management skills, our simulations help people understand the fundamentals of corporate business,â Maiburg concluded. For additional information, visit http://businessplayer.ebusinessgrowth.com/