scholarly journals Business Simulation Games Analysis Supported by Human-Computer Interfaces: A Systematic Review

Sensors ◽  
2021 ◽  
Vol 21 (14) ◽  
pp. 4810
Author(s):  
Cleiton Pons Ferreira ◽  
Carina Soledad González-González ◽  
Diana Francisca Adamatti

This article performs a Systematic Review of studies to answer the question: What are the researches related to the learning process with (Serious) Business Games using data collection techniques with Electroencephalogram or Eye tracking signals? The PRISMA declaration method was used to guide the search and inclusion of works related to the elaboration of this study. The 19 references resulting from the critical evaluation initially point to a gap in investigations into using these devices to monitor serious games for learning in organizational environments. An approximation with equivalent sensing studies in serious games for the contribution of skills and competencies indicates that continuous monitoring measures, such as mental state and eye fixation, proved to identify the players' attention levels effectively. Also, these studies showed effectiveness in the flow at different moments of the task, motivating and justifying the replication of these studies as a source of insights for the optimized design of business learning tools. This study is the first systematic review and consolidates the existing literature on user experience analysis of business simulation games supported by human-computer interfaces.

2019 ◽  
Vol 50 (3) ◽  
pp. 393-407 ◽  
Author(s):  
Tim Rogmans ◽  
Wasseem Abaza

Background. Despite the increasing use of business simulation games in management education little is known about their effectiveness as learning tools. Aim. The aims of this study were to assess the effectiveness of an international business simulation game in enhancing levels of student engagement. Methods. We investigated student engagement levels after using a simulation game, as measured through quantitative self-reports obtained through a survey among students. The results were compared to engagement levels experienced in more traditional classroom based case discussions with the same students in the same course. The study was carried out across six class sections taught by two professors over two semesters. Results. The results show that average student engagement levels were higher during the traditional case study class than during the class using the simulation game. The standard deviation of the reported levels of student engagement was higher for the simulation game than for the traditional class, indicating that student responses were more extreme (either positive or negative) for the class using the simulation game. Students who were generally more motivated to learn reported higher levels of engagement with the simulation, whereas students with low levels of motivation who found the game complex became less engaged. Conclusion. Simulation games are not always necessarily effective in enhancing engagement among all students. The choice between traditional and experiential learning methods may be partly determined on the basis of the level of student motivation and other student characteristics.


Author(s):  
Paulo Correia ◽  
Paulo Carrasco

The focus of this chapter is serious games and their applications in management education, training, and skills development. It is argued that the use of serious games can improve management processes in organizations, and it is shown that there are advantages to using video games for this purpose (games-based learning) in relation to traditional methods. A brief historical review of the use of business simulation games is conducted. It is shown that some types of entertainment video games can also help to develop management skills. Potential benefits of using serious games within businesses are mentioned as well as some problems that may arise in its implementation and ways to overcome them. Finally, some examples of the use of serious games with the aim of improving managers’ skills and performance are presented.


2019 ◽  
Vol 58 (2) ◽  
pp. 433-458 ◽  
Author(s):  
Yu-Yin Wang ◽  
Yi-Shun Wang ◽  
Shi-En Jian

Business simulation games (BSGs) are educational tools that help students develop business management knowledge and skills. However, to date, relatively little research has investigated the factors that influence students’ BSG usage intention. Grounded on the extended unified theory of acceptance and use of technology, this study helped to fill this gap by exploring intention to use BSGs. Specifically, this study investigated the influence of performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, and price value on behavioral intention to use BSGs. Data collected from 141 useful respondents were tested against the research model using partial least square approach. The results of this study indicated that behavioral intention to use BSGs was influenced by facilitating conditions, hedonic motivation, and price value. Unexpectedly, performance expectancy, effort expectancy, and social influence were not predictive of students’ behavioral intention to use BSGs. These findings enhanced our understanding of students’ BSG usage behavior and provided several important theoretical and practical implications for the application of BSG in the context of business and management education.


Author(s):  
Wakana Ishihara ◽  
Karen Moxon ◽  
Sheryl Ehrman ◽  
Mark Yarborough ◽  
Tina L. Panontin ◽  
...  

This systematic review addresses the plausibility of using novel feedback modalities for brain–computer interface (BCI) and attempts to identify the best feedback modality on the basis of the effectiveness or learning rate. Out of the chosen studies, it was found that 100% of studies tested visual feedback, 31.6% tested auditory feedback, 57.9% tested tactile feedback, and 21.1% tested proprioceptive feedback. Visual feedback was included in every study design because it was intrinsic to the response of the task (e.g. seeing a cursor move). However, when used alone, it was not very effective at improving accuracy or learning. Proprioceptive feedback was most successful at increasing the effectiveness of motor imagery BCI tasks involving neuroprosthetics. The use of auditory and tactile feedback resulted in mixed results. The limitations of this current study and further study recommendations are discussed.


Author(s):  
Luciene C. de Oliveira ◽  
Luanne Cardoso Mendes ◽  
Renato A. de Lopes ◽  
José A. S. Carneiro ◽  
Alexandre Cardoso ◽  
...  

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