"CyberCampus" Prospectus

March 1998

William F. Massy, Sally V. Massy, and Jesse H. Ausubel

"CyberCampus" is a computer-based simulation game under development that targets both the institutional professional and the interested layperson to participate in leadership challenges in a college or university setting.[*] Players will set, monitor, and modify a variety of institutional parameters and policies, allocate resources as they see fit, and watch as results continually unfold. The game provides an opportunity to experiment and succeed or fail in a safe and entertaining fantasy environment. While CyberCampus is necessarily a caricature of real academic life, it is grounded in authentic conceptual structures and data. It will provide serious lessons in higher education.

The motivation for developing "CyberCampus" lies in the need for faculty, administrators, trustees, students, government officials, and the public to better understand colleges and universities as systems. Players will grapple with issues such as:

The game will be driven by a sophisticated simulation engine that models five broad areas:

As in real life, resource allocation drives much of what goes on in the player-generated institution. However, "CyberCampus" extends far beyond financial functions. For example, the enrollment management module models students' application and enrollment decisions. The academic operations module covers students' choices of fields and courses and their effects on faculty staffing, course supply, and the utilization of faculty discretionary time. The model also includes sponsored research where applicable. The physical plant module covers building construction and maintenance. Nonacademic operations include student life, athletics, fundraising, libraries, and information technology support. Data to drive the models have collected from various government and private sources.

The game's target market will be, broadly, anyone with an interest in how colleges and universities work as systems and, more specifically:

"CyberCampus" will be sold to institutions for use in connection with retreats and training programs as well as to individuals.

The Jackson Hole Higher Education Group, Inc., has developed the game's conceptual structure and simulation engine with assistance from the Forum for the Future of Higher Education and support from the Alfred P. Sloan Foundation and the Spencer Foundation. The final product is being designed and developed by Hong Kong's Enlight Software with Sloan support. Decisions about publication are pending. "CyberCampus" is scheduled for release in 1999.

For further information, contact Jesse Ausubel of the Sloan Foundation:
212.649.1650; ausubel@rockvax.rockefeller.edu


[*] The working title "CyberCampus" may be changed before the game comes to market.


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