Abstract
During the past ten years there has been a proliferation in the use of gaming as an experimental, teaching, and operational device. The consensus has been that in all three activities it has been of use. Many hundreds of games have been constructed and have been or are currently in use for a variety of purpose; for example, a recent publication gives summaries of eighty-nine business games. In spite of the considerable activity in gaming, little has been published on its costs. In the activities to which gaming has been applied, there have been or are well established alternatives methods for which the costs and worth are more or less known. It is in the light of these and possibly other alternatives that we must view the developments in gaming.

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