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Business Simulation Games for the Development of Intrinsic Motivation-Boosting Sustainability: Systematic Review

Author

Listed:
  • Alexander Vélez

    (Department of Financial Economics II, University of the Basque Country UPV/EHU, 01006 Vitoria-Gasteiz, Spain)

  • Rebeca Kerstin Alonso

    (Department of Didactics of Musical, Plastic and Corporal Expression, University of the Basque Country UPV/EHU, 48940 Leioa, Spain)

  • Markel Rico-González

    (Department of Didactics of Musical, Plastic and Corporal Expression, University of the Basque Country UPV/EHU, 48940 Leioa, Spain)

Abstract

Background: The 4th Sustainable Development Goal (SDG) of the 2030 Agenda is supported by new educational trends that consider game-based learning as a pedagogical method in the classroom. In particular, simulation games and motivation are relevant elements since they can play a significant role in quality education. As a result, during the last few years, research into potential interventions as well as business simulation games (BSGs) for the development of intrinsic motivation (IM) in higher education have skyrocketed. However, no reviews of the interventions and outcomes in this topic have been released. Therefore, the goals of this research were (1) to analyze the relationship between the use of BSGs and the IM of students in higher education, and (2) to identify the aspects that can be promoted by the BSGs to develop IM. Methods: In accordance with PRISMA recommendations, a systematic review was carried out of PubMed, Web of Science, Scopus, and ProQuest. Results: From the 329 investigations that were initially selected, 12 studies underwent a complete assessment, in which all interventions and results were gathered and assessed. Conclusions: There was unanimity on the importance of using BSG to foster IM in higher education.

Suggested Citation

  • Alexander Vélez & Rebeca Kerstin Alonso & Markel Rico-González, 2023. "Business Simulation Games for the Development of Intrinsic Motivation-Boosting Sustainability: Systematic Review," Sustainability, MDPI, vol. 15(21), pages 1-20, October.
  • Handle: RePEc:gam:jsusta:v:15:y:2023:i:21:p:15483-:d:1271639
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    References listed on IDEAS

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    1. Saskia Manshoven & Jeroen Gillabel, 2021. "Learning through Play: A Serious Game as a Tool to Support Circular Economy Education and Business Model Innovation," Sustainability, MDPI, vol. 13(23), pages 1-25, November.
    2. Dr Vinod Dumblekar, 2010. "Interpersonal Competitiveness - A Study Of Simulation Game Participants’ Behaviour," Paradigm, , vol. 14(2), pages 13-19, July.
    3. Grijalvo, Mercedes & Segura, Alejandro & Núñez, Yilsy, 2022. "Computer-based business games in higher education: A proposal of a gamified learning framework," Technological Forecasting and Social Change, Elsevier, vol. 178(C).
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