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DiGRA
Business simulation games are widely used in university and executive education. The authors describe their educational value as far from settled.
Business simulation games are widely used in university and executive education, yet their educational value is far from settled. This analysis examines the impediments to learning that players themselves report, drawing on seven interviews with university students and executives and 102 player essays. The central argument is that players tend to frame these games as competitions, which encourages them to adopt "game logic," such as chasing winning strategies, exploiting loopholes, or cheating, rather than transferring real-world business skills. The authors regard the existing evidence base as inconclusive: a 1995 review of 160 studies found simulation games superior in 46.9% of comparisons, a result they consider overly optimistic.
The principal obstacles identified include excessive competitiveness, a perceived absence of real risk, accentuated trust among acquainted players that may not mirror actual business conditions, and the tendency to learn incorrect lessons in pursuit of victory. Across both interviews and essays, these problems surfaced consistently. The analysis concludes that profit-based grading is a poor proxy for learning, and that reflection and structured debriefing are essential for converting incidental gameplay experience into lasting understanding.
Proposed remedies include greater transparency about game mechanics, built-in environmental scanning to prompt contextual thinking, linked achievement systems, and assessment focused on learning outcomes rather than performance alone. The authors recommend pre-game workshops and reflective debriefings, including reflective essays, to anchor learning that would otherwise dissipate quickly. They also hypothesize that players reporting impediments may nonetheless learn as much as their peers by applying prior knowledge to superior performance, though this remains untested. The overall conclusion is that grading students on in-game results should be abandoned in favor of designs that preserve engagement while better serving educational goals.
DiGRA · 2003