科研管理 ›› 2021, Vol. 42 ›› Issue (7): 91-99.

• 论文 • 上一篇    下一篇

互动视角下商业模拟对创新能力的影响研究

杨海龙1,2,郭国庆3,张晓亮4   

  1. 1.南京财经大学营销与物流管理学院,江苏 南京210023;
    2.南京财经大学经济管理国家级实验教学示范中心,江苏 南京210023;
    3.中国人民大学商学院,北京100872;
    4.上海海洋大学经济管理学院,上海201306

  • 收稿日期:2020-09-01 修回日期:2021-03-23 出版日期:2021-07-20 发布日期:2021-07-19
  • 通讯作者: 张晓亮
  • 基金资助:
    教育部人文社会科学研究项目:“非正式制度与企业创新——基于乡土文化视角的研究”(20YJC790175,2020.01—2022.12);南京财经大学教学改革课题资助项目:“基于商业模拟的销售管理课程变革与创新能力培养”(JGY20040,2020.06—2021.06)。

A research on the influence of business simulation on creativity from the perspective of interaction

Yang Hailong1,2, Guo Guoqing3, Zhang Xiaoliang4   

  1. 1. School of Marketing and Logistics Management, Nanjing University of Finance and Economics, Nanjing 210023, Jiangsu, China; 
    2. National Experimental Teaching Demonstration Center for Economic Management, Nanjing University of Finance and Economics, Nanjing 210023, Jiangsu, China; 
    3. Business School, Renmin University of China, Beijing 100872, China; 
    4. School of Economics and Management, Shanghai Ocean University, Shanghai 201306, China
  • Received:2020-09-01 Revised:2021-03-23 Online:2021-07-20 Published:2021-07-19
  • Contact: zhang XiaoLiang

摘要:      实施创新驱动离不开创新人才培养,个体创新能力的提升关乎组织的生存和社会的可持续发展。在此背景下,被广泛应用于管理教育、员工甄选和企业内训的商业模拟能否有效提升个体的创新能力仍不得而知。鉴于此,本文依托建构主义学习理论和创新互动观,通过对多期追踪调研数据进行双重差分模型构建和层级回归分析,探讨了商业模拟与创新能力之间的关系,以及背后的作用机理。实证研究发现:商业模拟能够提升参与者的创新能力;商业模拟正向影响个体创新能力的关键驱动因素是商业模拟互动,商业模拟互动不仅直接影响个体创新能力,且通过参与者的心理模拟和绩效压力正向间接影响个体创新能力;此外,当参与者能力与商业模拟挑战在高水平上实现匹配时,商业模拟互动通过绩效压力对创新能力的积极影响被强化,反之则被削弱。研究结论拓展了商业模拟与创新之间关系的理论,从互动视角提出了个体创新能力提升的商业模拟路径。

关键词: 商业模拟, 互动, 创新能力, 绩效压力, 心理模拟

Abstract:     The implementation of innovationdriven development is inseparable from the cultivation of innovative talents, and the core of the cultivation of innovative talents is to improve individual creativity. Therefore, how to effectively carry out creativity training has become a hot issue that scholars, educators and the industry continue to pay attention to. Although many theories and methods have been proposed and proven to be effective, scholars still call for more concise, flexible and easy to replicate pathways to creativity promotion, and suggest combining them with new technologies to promote sustainable innovation in society as a whole. Business simulations have the potential to respond to such calls. 
    Simulation training is a comprehensive practice environment created for empowerment. When the simulation focuses on the real business environment, it can be called business simulation. Existing research has shown that business simulation can improve participants′ cognitive learning effects, interest and immersion in learning, general work abilities including information analysis, and specific abilities in business areas such as business strategy analysis. However, the causal relationship between business simulation and creativity is still unclear. Considering the great potential of the combination of simulation software, 5G and artificial intelligence as a digital innovation infrastructure, and the core driving value of innovation to China′s current economic and social development, it is urgent to further clarify the causal relationship between business simulation and individual creativity, and find the key factors for business simulation to enhance creativity.
    In view of this, based on the theory of social construction learning and innovative interaction, we have carried out two studies to bridge the theoretical gap mentioned above. To be specific, the first study establishes the causal relationship between business simulation and individual creativity through DID analysis of multiperiod data before and after business simulation. In study 2, based on the flow experience theory, business simulation interaction was used as a stimulus, performance pressure and psychological simulation as an individual′s internal response, and creativity as the result. A mediating relationship model of business simulation interaction influencing individual creativity was constructed, and the model was further tested by performing hierarchical regression on multistage data.
    The main findings are as follows: First, business simulation can enhance participants′ creativity. Second, the interaction in business simulation is an important factor that can enhance the creativity of participants. Third, the role playing based business simulation interaction activates participants′ mental simulations by providing rich sensory materials and promoting cognitive construction consistent with actions. Furthermore, mental simulation contributes to the diversification and divergence of thinking in the process of event reconstruction, thus forming a positive influence on creativity. Fourth, business simulation interaction positively affects participants′ perception of performance pressure, but participants′ evaluation of such performance pressure tends to be challenging, that is, individuals believe that they are capable of coping with such pressure, and thus the perception of challenging pressure has a positive impact on creativity. Fifth, when the abilities of participants match the challenges of business simulation at a higher level, peak experience strengthens the positive impact of business simulation interaction on creativity through performance pressure, and vice versa, this indirect effect is weakened. Sixth, the positive impact of business simulation on creativity is not shortlived. The possible reason is that the participants improved their confidence and resilience in the process of interaction, mental simulation and stress coping, thus exerting a sustained positive impact on creativity as a psychological capital. On the eve of the 5G wave and the outbreak of artificial intelligence industry, the accurate identification of the key factors of business simulation to enhance creativity has laid a foundation for the further digital and virtual development of creativity promotion training, and found a flexible and easily popularized potential path for the cultivation of innovative talents and the shaping of innovative teams.

Key words:  business simulation, interaction, creativity, performance pressure, mental simulation