Business Simulation Games for the Development of Intrinsic Motivation-Boosting Sustainability: Systematic Review
Abstract
:1. Introduction
2. Materials and Methods
2.1. Design
2.2. Screening Strategy and Selection of Scientific Articles
2.3. Data Selection
2.4. Methodological Assessment
3. Results
3.1. Identification and Selection of Studies
3.2. Methodological Quality
3.3. Article Analysis
4. Discussion
- -
- Have a well-defined structure and be realistic.
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- Must be user-friendly and clearly arranged.
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- Must allow competition against other students.
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- Promote feedback and interaction throughout the process with other students and with the instructor.
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- Must not give a grade which counts for the degree.
5. Conclusions and Future Directions
5.1. Conclusions
5.2. Limitations and Future Directions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Item | Inclusion Criteria | Exclusion Criteria |
---|---|---|
Population | University students. | Non-university students. |
Intervention | Business simulation games (BSGs) to foster intrinsic motivation (IM). | BSGs that are not aimed at fostering IM. |
Outcomes | Interventions that have communicated the development of IM. | Interventions that have not communicated the improvement of IM. |
Study design | Only full-text studies that are original and written in either English or Spanish. | Not in English or Spanish and written in another language. Reviews, letters to the editor, trial registrations, protocol proposals, editorials, books, and conference papers are examples of article genres that are not original. |
Reference | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | Q |
---|---|---|---|---|---|---|---|---|---|---|---|
Beranic and Hericko (2022) [17] | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 10 |
Buil et al. (2019) [11] | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 10 |
Carenys et al. (2017) [18] | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 0 | 9 |
Dumblekar (2010) [19] | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 0 | 9 |
Grijalvo et al. (2022) [10] | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 10 |
Herzig (2019) [20] | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 0 | 1 | 9 |
Manshoven and Gillabel (2021) [21] | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 10 |
Matute and Melero (2016) [22] | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 10 |
Mayer et al. (2014) [23] | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 10 |
Sedbrook (1998) [24] | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 0 | 0 | 8 |
Tews et al. (2020) [25] | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 10 |
Urquidi-Martín et al. (2019) [33] | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 10 |
Study | Country | Sample Size | Area | Aim | Measurement Methods | Results | Conclusions |
---|---|---|---|---|---|---|---|
Beranic and Hericko (2022) [17] | Slovenia | 32 | Business and Economy. | Analyze the relationship of ERPsim introductory session and improvement of the students’ knowledge domain and intent for future course engagement. | Survey with Likert-type scale. | The simulation motivated the students to gain new knowledge and was also linked to obtaining the best possible result compared to other teams. | The findings supported the initial simulation’s suitability for introducing ERP concepts to newcomers while also confirming the simulation’s beneficial effects on students’ intentions to engage in subsequent courses. |
Buil et al. (2019) [11] | Spain | 360 | Business. | Analyze the effect of satisfying players’ needs for competence, autonomy, and relatedness on their IM to play the BSG. | Situational Motivation Scale (SIMS). | The results offer compelling evidence in favor of using business simulation games in management education as a method to encourage players’ intrinsic motivation (IM). Autonomy and competence have impacted IM while relatedness has not had a significant impact. | Encouraging student IM increases student engagement, skill development, and perceived learning. |
Carenys et al. (2017) [18] | Spain | 132 | Accounting. | Assess the effectiveness of videogames in comparison to simulations in a higher education environment and with regard to their attributes, motivation, and learning outcomes. | Ad hoc questionnaire based on the Instructional Material Motivational Survey (IMMS). | Students obtained higher IM with the video game than with the simulator, as they found it more satisfying and relevant. | These findings support the use of videogames in higher education accounting and business contexts as a complement to simulations, and enable us to suggest a blended learning strategy that gives students the best of both interventions. |
Dumblekar (2010) [19] | India | 391 | Business management. | Understand the composition of the construct ofinterpersonal competitiveness and study its factors in terms of available research. | The Competitiveness Index (CI). | The intervention fostered IM by competing against other teams. | The notion that interpersonal competitiveness is a combination of calculated push, early action, and the drive to act without visible gain, by the individual, is strongly supported by IM. |
Grijalvo et al. (2022) [10] | Spain | 346 | Industrial Engineering. | Identify the context and conditions that support the integration of business simulators within formal learning environments. Analyze if the use of a BSG is beneficial and is aligned with the needs, requirements, and objectives of all agents of the educational ecosystem. | Student surveys. | Intervention promotes IM that depends on the presence of satisfaction and a sense of competence. | Simulators provide students with multi-layered learning opportunities and help them develop soft skills like strategic capacity, decision-making, and data analysis. Simulators also help students learn through their interactions with others as well as from their reflections on their actions and results. The simulator is, therefore, a fantastic opportunity and a very practical tool. |
Herzig (2019) [20] | United States | 15 | Arts Administration. | Analyze the effect of the use of a BSG on learning outcomes. | Interviews with Likert-type scale. | Most students felt more intrinsically motivated and with more engagement after the intervention. | Using a simulation game as a low-risk way to experience reality will increase motivation, engagement, as well as depth learning and practical applications. |
Manshoven and Gillabel (2021) [21] | Belgium and United Kingdom | 71 | Business and Engineering. | Explore how the strategic, operational, and financial opportunities and challenges of circular economy strategies and circular business models can be conveyedto students and business executives through a BSG. | Observation and student surveys. | Most of the participants increased their IM by indicating that the game was interesting, engaging, and fun. | Players who considered the game to be a learning tool underlined the realistic, unpredictable character of the game’s events and complimented how it encouraged strategic thinking. After the game, having a discussion prompted players to consider their newly learned material, which deepened their learning experience. |
Matute and Melero (2016) [22] | Spain | 266 | Business Administration and Management. | Analyze aspects that can improve the experience and the attitude and behavioral intentions towards the BSGs. | Likert-type scales. | The simulation game has increased students’ IM, interaction with peers and development of critical thinking. | Findings show that strong teacher support, high levels of learner motivation, and perceived fun have a very positive impact on the opinions of students about this learning instrument. |
Mayer et al. (2014) [23] | Holland | 26 | Engineering. | Analyze to what extent the use of BSGs contributes to entrepreneurship (or to learning related to entrepreneurship), and which factors determine its contributions. | Situational Motivational Scale (SIMS). | In general, the intervention promotes IM. However, there are significant differences in the IM reported by the students. | The perceived effects on entrepreneurship following the training may be strongly influenced by personality factors, motivation, and previous gaming experience. |
Sedbrook (1998) [24] | United States | 110 | Business. | Analyze if visual–interactive games better support pedagogical goals and motivate students with complex business simulations. | Observation. | Simulation only highly motivates one segment of students, whereas the rest of the students have notably less IM. | Visual elements provide game creators with the ability to make their creations more realistic and complex. However, careful planning is needed when using visual interactivity to help students make accurate generalizations. |
Tews et al. (2020) [25] | Australia | 13 | Project Management. | Analyze the learning experience evidenced by students who played project management serious games as part of their educational experience. | Seven-item, Likert-type scale. | Most of the students encouraged IM and they reported high level of enthusiasm for game-based learning. | Students enjoy learning through games; however, it is advised against using games to formally assessstudents’ learning. |
Urquidi-Martín et al. (2019) [33] | Spain | 326 | Economics. | Identify the determining factors in the effectiveness of using BSGs for the development of critical thinking. | Ad hoc questionnaire with four-item Likert-type scale. | The intervention fosters IM and thus leads to more critical thinking. IM depends on the realism of the game, the perceived use of the game and the structure of the game. | The results in accordance with the experiential learning theory shown that the game’s realism allows students to recognize its usefulness and, along with a suitable simulation structure, determines the students’ learning motivations by fostering critical thinking. |
Study | Type of Game | Category | Collaborative | Evaluable | Information about Mechanics |
---|---|---|---|---|---|
Beranic and Hericko (2022) [17] | Digital. | General. | Yes. | No. | In the game ERPSim Distribution, participants work for a distributor that supplies Convenience Stores in a German market with bottled water. The business sells ClearPure, Spritz, and Lemon Spritz water in 1 L and 500 mL versions, for a total of six different products. Three regions make up the market, and each has its own set of purchasing habits. To free up the participants’ attention for more inventive, decision-based transactions, some of the transactions are automated. Three consecutive rounds are used to run the simulation. |
Buil et al. (2019) [11] | Digital. | General. | Yes. | Not reported. | Each team ran a business to compete with other businesses run by other players, creating an environment of competition. Players had to immerse themselves in a technology industry that had been artificially constructed for each round in order to produce and sell various air-conditioning products in three simulated marketplaces that were modeled after the markets in the European Union, North America, and South America. Players had to manage one productive factory, thus in addition to choosing which products to promote in which regions, they had to deal with inventory, quality controls, outsourcing, and buying new equipment, among other things. Finally, players had to make choices on financial management and marketing-related issues (including price, distribution, and media planning investments). |
Carenys et al. (2017) [18] | Digital. | Specific. | No. | No. | In the game “Working Capital Simulation: Managing growth V.2′, students take on the role of the CEO of a small business and choose whether to invest in growth and cash-flow improvement prospects. The financial profile of each opportunity varies, and students must assess how it will affect working capital. The relationship between the income statement, balance sheet, and statement of cash flows must be understood by the students, and they must also take into account how each possibility can affect the firm’s financial condition. The company has tight liquidity constraints, a small pool of available loans, and works on razor-thin margins. As they strike a balance between the necessity to retain liquidity and the goal for expansion, students must maximize the utilization of both internal and external resources. By managing net operating working capital and learning about the trade-offs between sales and EBIT growth, the simulation tries to improve intuition about a firm’s cash conversion cycle. |
Dumblekar (2010) [19] | Digital. | General. | Yes. | Not reported. | In the team IceBreaker, each team was given a company to handle. Decisions that would increase their post-tax profit were to be made. Their choices affected the functions of manufacturing, marketing, and finance. They competed in the same market, where customers’ decisions to purchase from one team over another had an impact on sales and other business success. Teams anticipated and responded to each other’s resources and anticipated decisions, creating a competitive atmosphere. They were given a variety of economic and business data and given the task of debating matters pertaining to the distribution of team resources for the achievement of its objective. |
Grijalvo et al. (2022) [10] | Digital. | General. | Yes. | No. | In the games Gestionet and GCM, students managed a business in a competitive industry in an effort to maximize their return on investment. Teams receive information about the company they will be managing before the games begin, and they use the Internet to submit their initial management choice in the areas of marketing, production, human resources, and finances. Teams then receive a thorough result in the financial and operational aspects of their market after the simulator evaluates and compares the decisions made by the teams. Teams also receive various game documents during play that describe business and management scenarios and have the option to purchase market data that could aid in improved decision-making. They face off against groups that sell the same goods in the same marketplace. |
Herzig (2019) [20] | Board. | General | Yes. | Not reported. | In the game Fame and Fortune, the main learning objectives were to show how specific contract clauses between artists and their team members—specifically, a record label—affect market behavior, consumer behavior, market constraints imposed by finite budgets, and chance factors such as well-known performances, viral success, human error, or emerging technologies. The best financial results are the team’s primary focus. Action cards, resource cards, value cards in the form of simulated money, interactive rounds with chance elements, and final value calculations are all employed in the simulation to decide the results and levels of success. |
Manshoven and Gillabel (2021) [21] | Board. | General | Yes | Not reported. | In the game Risk&RACE, players inherit a production firm in a setting where resources are few and markets are unstable. In the span of 10 rounds, which corresponds to 10 years, they hope to raise the worth of their business. Players will need to reconsider their material supply chain, product design, sales strategy, and product end-of-life in order to adapt to the challenges placed upon them. The player with the largest firm value wins the round. The player’s cash and debt position, investments, stocks of raw materials and finished goods, and personnel count are all scored together to determine the value of the company. |
Matute and Melero (2016) [22] | Digital. | General. | Yes. | No. | In the game RAD-MTK, each team of students participating in the simulation had to virtually manage the production and distribution of a climate control products company in three different markets: the local market, the European market and the Latin American market. In addition, the student teams had to decide on financial, production, marketing, human resources, and logistics policies. In the simulation, the different teams had to deal with different conditions of inflation, interest rates and exchange rates. |
Mayer et al. (2014) [23] | Digital and Board. | Specific. | Teamup: Yes.Slogan: No, | Not reported. |
|
Sedbrook (1998) [24] | Digital. | Specific. | No. | Yes. |
|
Tews et al. (2020) [25] | Digital. | Specific. | Yes. | No. | SimulTrain® is a collaborative, interactive game aimed at enhancing teamwork and project management skills in the areas of cost, schedule, quality, risk, and team dynamics. Teams from various locations can fight together because of the application’s internet accessibility. Real-time team performance is updated on a leaderboard. Each team receives project evaluation that identifies both strong and weak methods of operation. |
Urquidi-Martín et al. (2019) [33] | Digital. | Specific. | Yes. | Not reported. |
|
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Vélez, A.; Alonso, R.K.; Rico-González, M. Business Simulation Games for the Development of Intrinsic Motivation-Boosting Sustainability: Systematic Review. Sustainability 2023, 15, 15483. https://doi.org/10.3390/su152115483
Vélez A, Alonso RK, Rico-González M. Business Simulation Games for the Development of Intrinsic Motivation-Boosting Sustainability: Systematic Review. Sustainability. 2023; 15(21):15483. https://doi.org/10.3390/su152115483
Chicago/Turabian StyleVélez, Alexander, Rebeca Kerstin Alonso, and Markel Rico-González. 2023. "Business Simulation Games for the Development of Intrinsic Motivation-Boosting Sustainability: Systematic Review" Sustainability 15, no. 21: 15483. https://doi.org/10.3390/su152115483
APA StyleVélez, A., Alonso, R. K., & Rico-González, M. (2023). Business Simulation Games for the Development of Intrinsic Motivation-Boosting Sustainability: Systematic Review. Sustainability, 15(21), 15483. https://doi.org/10.3390/su152115483