FLIGBY’s Leadership Topics

Leadership or business simulations are dynamic computer-based experiences, allow to practice personal and organizational strategies in a risk-free and motivating learning environment. They are highly effective in building critical capabilities needed for managing complex situations and organizational challenges.

FLIGBY, Prof. Csikszentmihalyi’s official leadership simulation program, was developed to build a broad perspective on critical business interdependencies, like strategic thinking or managerial skills needed to make modern organizations/networks sustainable successful. Although FLIGBY is Flow-based, the managerial challenges and the options it presents are fully compatible with a wide range of leadership theories, enhancing them all.

FLIGBY is a much more effective teaching tool than any case study can be because the story unfolds in response to the player’s actions in dynamic and ever-more-complex ways. FLIGBY also trumps traditional teaching case studies because the player receives instant feedback, in a variety of ways, about the 150+ decisions that he/she must make during the Game. In contrast to a typical written case study, the player has to make not just one big decision about a dilemma, but dozens of more and less momentous ones, as in real life. Most decisions can, themselves, be the subject of extensive discussion among the participants, as if numerous case studies and their dilemmas were wrapped into one.

FLIGBY has already been employed, reportedly with success, in management/ leadership and other courses at universities as well as in training programs in the corporate world. Based on thousands of feedback from players around the globe, most participants enjoy and thus appreciate the opportunity to learn by playing a well-designed, interactive business game.

The topics covered by FLIGBY’s plot and the decision dilemmas during the Game make it an appropriate teaching tool in a variety of courses, such as:

  • Leadership – Managing People (Human Resources)
  • Leadership Development – Self-Management
  • Network Leadership – Innovation and Achievement
  • Competitive Strategy – Business Development
  • Marketing in the Context of General Management
  • Managing Change – Organizational Behavior and
  • Leading Teams
  • Entrepreneurship
  • Cross-cultural Management
  • Project Management
  • Sustainability in Business
  • Business Ethics
  • Applied Psychology
  • Corporate Negotiations – Creating Value

Incorporating games into business programs has become ever more popular in recent years, both because good games have proven to be effective teaching and learning devices and because participants not only appreciate but also expect to encounter such games in their programs.

FLIGBY at Lundquist College of Business – “Grad Students Find Business Flow”

FLIGBY at Central European University – Flow Theory-Based Management Education Transformed by Simulation Gaming

 

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