Human Behavior and Emerging Technologies / 2022 / Article / Tab 1 / Review Article
Business Simulation Games in Higher Education: A Systematic Review of Empirical Research Table 1 Previous literature reviews on simulation games.
Year and author Focus of review Ferreira et al. [20 ] SLR on research related to the learning process with (serious) business games using data collection techniques with electroencephalogram or eye tracking signals Stanitsas et al. [21 ] Simulation games facilitate sustainable education. The primary focus was on sustainability Subhash and Cudney [22 ] Categorisation of gamified and game-based learning Subhash and Cudney [22 ] Evaluation methods in computing education Boyle et al. [23 ] Reported empirical evidence of the positive impact of computer games on learning Fu, Hainey and Baxter [9 ] Reported empirical evidence of the effect of BSGs on learning outcomes Giessen [24 ] Serious games’ role in improving learning outcomes Hamari, Koivisto and Sarsa [25 ] Reported empirical studies on the effect of gamification on learning Lopes et al. [26 ] Reported effect of business games on leadership development Wouters [27 ] Reported effect of business games on leadership development Connolly [28 ] Reported empirical evidence of the positive impact of computer games on learning Tobias [29 ] Reported empirical evidence of the use of serious games in learning Sitzmann [30 ] Industrial and organisational psychology and management Jahangirian et al. [31 ] Review simulation applications within manufacturing and business fields