Quo Vadis Business Simulation Games in the 21st Century?
Abstract
:1. Introduction
2. Theoretical Background
2.1. Simulation Games
2.2. Business Simulation Games
3. Methodology
3.1. Systematic Literature Review
3.2. Automated Literature Review
4. Results
4.1. Systematic Literature Review
4.2. Automated Literature Review
5. Conclusions
- What is the trend in the number of research papers and citations in business simulation games? The SLR analysis revealed that the number of published papers increased after 2000 and is steadily developing. Although the number of published papers follows the linear trend, the growth of the published papers is steady, indicating stagnation. This conclusion is confirmed by the citation analysis, revealing that the most cited papers were published between 2000 and 2010, indicating that the research field of business simulation games is stagnating.
- What topics are investigated in business simulation games’ research? Our analysis revealed that business simulation games investigations have two major perspectives: (i) the Learning-driven perspective that focuses on various aspects of teaching, knowledge transfer, and training in higher education and business; and (ii) the Domain-driven perspective, which refers to the domain to which business simulation game has been focused, such as decision making, enterprise resource planning, entrepreneurship, sustainability, and other issues. The most cited papers, the most frequent phrases, and the extracted topics were analysed concerning their primary research motivations. The most cited papers were mostly learning-driven, while a smaller number were domain-driven, which is not unexpected. Authors tend to cite the most often methodological papers, while narrow-focused papers are less cited [61]. The most striking conclusion is that none of the most cited papers are technology driven, leading to the conclusion that the stagnation in research likely results from the stagnation in the application of new technologies in business simulation games. The ALR analysis revealed that most frequent phrases are learning driven, while domain-driven phrases occur less often. However, when the topic analysis was conducted, the situation changed, indicating that the extracted topics were mostly domain driven; however, almost the same number of topics were learning driven.
- What is the future trend in business simulation games’ research? The future trend is estimated based on the two conclusions. First, the SLR indicates the stagnation of the research in business simulation games. Second, the SLR and ALT reveal the balance between domain-driven and learning-driven research papers. Still, the technology-driven topics and phrases were not extracted, indicating that the technology used for business simulations is mature. Based on these two trends, the future of business simulation games does not seem to be on the path to breakthrough discoveries any near time, at least until new technologies, likely based on artificial intelligence [62], massive gaming [63], augmented reality [64], e-learning [65], or social media [66], are introduced in the concept of business simulation games.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Subject Area | Documents |
---|---|
Computer Science | 54% |
Social Sciences | 37% |
Business, Management, and Accounting | 31% |
Engineering | 22% |
Mathematics | 12% |
Economics, Econometrics, and Finance | 6% |
Decision Sciences | 6% |
Psychology | 6% |
Environmental Science | 5% |
Other research areas | 17% |
Source | # of Papers | % of Papers |
---|---|---|
Simulation and Gaming | 19 | 6% |
Lecture Notes in Computer Science, Lecture Notes in Artificial Intelligence, Lecture Notes in Bioinformatics | 10 | 3% |
International Journal of Management Education | 8 | 2% |
Communications in Computer and Information Science | 7 | 2% |
Computers and Education | 7 | 2% |
ACM International Conference Proceeding Series | 5 | 2% |
Advances in Intelligent Systems And Computing | 5 | 2% |
Journal of Educational Computing Research | 5 | 2% |
Procedia Computer Science | 5 | 2% |
Proceedings Winter Simulation Conference | 4 | 1% |
Journal of Business Research | 3 | 1% |
Journal of Marketing Education | 3 | 1% |
Lecture Notes in Informatics Proceedings Series of The Gesellschaft Fur Informatik | 3 | 1% |
Simulation Gaming | 3 | 1% |
Sustainability Switzerland | 3 | 1% |
# of papers (1973–2022) | 332 |
# of cited papers (1973–2022) | 241 |
# of citations | 5570 |
# of self-citations | 407 |
Average citation per paper | 17.38 |
Average citation per paper without self-citations | 16.15 |
h-index | 34 |
Paper | Publication Year | # of Citations | Primary Research Motivation | |||||
---|---|---|---|---|---|---|---|---|
<2019 | 2019 | 2020 | 2021 | 2022 | Learning-Driven | Domain-Driven | ||
[54] | 2007 | 334 | 28 | 30 | 37 | 25 | ∅ | ✓ |
[55] | 2002 | 275 | 25 | 19 | 15 | 20 | ∅ | ✓ |
[56] | 2000 | 202 | 7 | 6 | 12 | 8 | ∅ | ✓ |
[31] | 2009 | 141 | 13 | 14 | 22 | 15 | ∅ | ✓ |
[57] | 2014 | 77 | 26 | 34 | 27 | 33 | ✓ | ∅ |
[58] | 2007 | 150 | 11 | 12 | 9 | 14 | ✓ | ∅ |
[59] | 2011 | 86 | 15 | 19 | 34 | 28 | ✓ | ∅ |
[60] | 1988 | 142 | 10 | 7 | 3 | 6 | ✓ | ∅ |
[30] | 1998 | 133 | 8 | 7 | 7 | 1 | ∅ | ✓ |
[29] | 2009 | 107 | 12 | 6 | 12 | 15 | ✓ | ∅ |
WORDS | FREQ. | NO. CASES | % CASES | TF • IDF |
---|---|---|---|---|
LEARNING | 720 | 175 | 52.87% | 199.3 |
STUDENTS | 466 | 161 | 48.64% | 145.9 |
RESEARCH | 229 | 120 | 36.25% | 100.9 |
EDUCATION | 213 | 109 | 32.93% | 102.8 |
RESULTS | 208 | 141 | 42.60% | 77.1 |
DECISION | 180 | 72 | 21.75% | 119.2 |
KNOWLEDGE | 179 | 77 | 23.26% | 113.4 |
TEACHING | 179 | 79 | 23.87% | 111.4 |
SKILLS | 173 | 76 | 22.96% | 110.5 |
PERFORMANCE | 163 | 66 | 19.94% | 114.1 |
DEVELOPMENT | 150 | 83 | 25.08% | 90.1 |
DESIGN | 148 | 84 | 25.38% | 88.1 |
ANALYSIS | 145 | 82 | 24.77% | 87.9 |
EXPERIENCE | 142 | 72 | 21.75% | 94.1 |
SYSTEMS | 141 | 59 | 17.82% | 105.6 |
MODEL | 139 | 66 | 19.94% | 97.3 |
TEAM | 137 | 32 | 9.67% | 139.0 |
DATA | 121 | 68 | 20.54% | 83.2 |
ENVIRONMENT | 119 | 67 | 20.24% | 82.6 |
MAKING | 117 | 61 | 18.43% | 85.9 |
PROCESS | 117 | 71 | 21.45% | 78.2 |
STUDENT | 117 | 50 | 15.11% | 96.0 |
PROJECT | 108 | 29 | 8.76% | 114.2 |
TRAINING | 108 | 56 | 16.92% | 83.3 |
SYSTEM | 106 | 45 | 13.60% | 91.9 |
WORDS | FREQ. | NO. CASES | % CASES | TF • IDF | Primary Research Motivation | |
---|---|---|---|---|---|---|
Learning-Driven | Domain-Driven | |||||
DECISION MAKING | 96 | 48 | 14.50% | 2 | ✓ | ∅ |
SUPPLY CHAIN | 66 | 22 | 6.65% | 2 | ∅ | ✓ |
LEARNING OUTCOMES | 60 | 29 | 8.76% | 2 | ✓ | ∅ |
HIGHER EDUCATION | 44 | 30 | 9.06% | 2 | ✓ | ∅ |
EXPERIENTIAL LEARNING | 34 | 21 | 6.34% | 2 | ✓ | ∅ |
LEARNING ENVIRONMENT | 31 | 16 | 4.83% | 2 | ✓ | ∅ |
DECISION SUPPORT SYSTEMS | 31 | 13 | 3.93% | 3 | ∅ | ✓ |
REAL WORLD | 26 | 20 | 6.04% | 2 | ✓ | ∅ |
TEACHING AND LEARNING | 26 | 19 | 5.74% | 3 | ✓ | ∅ |
TEACHING METHODS | 26 | 11 | 3.32% | 2 | ✓ | ∅ |
INTELLIGENT TUTORING | 24 | 5 | 1.51% | 2 | ✓ | ∅ |
FLOW EXPERIENCE | 23 | 7 | 2.11% | 2 | ✓ | ∅ |
TEAM COHESION | 23 | 4 | 1.21% | 2 | ✓ | ∅ |
PROBLEM SOLVING | 22 | 16 | 4.83% | 2 | ✓ | ∅ |
LEARNING PROCESS | 20 | 15 | 4.53% | 2 | ✓ | ∅ |
ENTREPRENEURSHIP EDUCATION | 20 | 7 | 2.11% | 2 | ∅ | ✓ |
TEAM PERFORMANCE | 19 | 7 | 2.11% | 2 | ✓ | ∅ |
SUSTAINABLE DEVELOPMENT | 19 | 4 | 1.21% | 2 | ∅ | ✓ |
PERCEIVED LEARNING | 17 | 10 | 3.02% | 2 | ✓ | ∅ |
EMOTIONAL INTELLIGENCE | 17 | 2 | 0.60% | 2 | ✓ | ∅ |
LEARNING EXPERIENCE | 15 | 12 | 3.63% | 2 | ✓ | ∅ |
ENTERPRISE RESOURCE PLANNING | 15 | 11 | 3.32% | 3 | ∅ | ✓ |
LEARNING PERFORMANCE | 15 | 7 | 2.11% | 2 | ✓ | ∅ |
STUDENT ENGAGEMENT | 15 | 4 | 1.21% | 2 | ✓ | ∅ |
HUMAN FACTORS | 14 | 6 | 1.81% | 2 | ✓ | ∅ |
UNDERGRADUATE STUDENTS | 13 | 13 | 3.93% | 2 | ✓ | ∅ |
SKILLS DEVELOPMENT | 13 | 11 | 3.32% | 2 | ✓ | ∅ |
DESIGN METHODOLOGY | 12 | 12 | 3.63% | 2 | ✓ | ∅ |
INFORMATION SYSTEMS | 12 | 10 | 3.02% | 2 | ∅ | ✓ |
LEARNING EFFECTIVENESS | 12 | 7 | 2.11% | 2 | ✓ | ∅ |
ACTIVE LEARNING | 12 | 7 | 2.11% | 2 | ✓ | ∅ |
INTRINSIC MOTIVATION | 11 | 5 | 1.51% | 2 | ✓ | ∅ |
ARTIFICIAL INTELLIGENCE | 11 | 5 | 1.51% | 2 | ∅ | ✓ |
ENTREPRENEURIAL ATTITUDE | 11 | 4 | 1.21% | 2 | ∅ | ✓ |
TRANSFORMATIONAL LEADERSHIP | 11 | 3 | 0.91% | 2 | ∅ | ✓ |
DATA COLLECTED | 10 | 10 | 3.02% | 2 | ✓ | ∅ |
KNOWLEDGE AND SKILLS | 10 | 9 | 2.72% | 3 | ✓ | ∅ |
QUASI EXPERIMENTAL | 10 | 9 | 2.72% | 2 | ✓ | ∅ |
TECHNOLOGY ACCEPTANCE MODEL | 10 | 8 | 2.42% | 3 | ✓ | ∅ |
STUDENTS PERCEPTIONS | 10 | 7 | 2.11% | 2 | ✓ | ∅ |
THINKING SKILLS | 10 | 5 | 1.51% | 2 | ✓ | ∅ |
HIGHER ORDER THINKING | 10 | 4 | 1.21% | 3 | ✓ | ∅ |
VIRTUAL TEAMS | 10 | 4 | 1.21% | 2 | ✓ | ∅ |
TEAM LEARNING | 10 | 3 | 0.91% | 2 | ✓ | ∅ |
ERP CHALLENGE | 10 | 2 | 0.60% | 2 | ∅ | ✓ |
FOOTBALL MANAGER | 10 | 2 | 0.60% | 2 | ∅ | ✓ |
REMEDIAL TUTORING | 10 | 1 | 0.30% | 2 | ✓ | ∅ |
Year | Highest Frequency Keywords per Year |
---|---|
1973 | DECISION_MAKING |
1975 | TEAM_PERFORMANCE |
1980 | DECISION_MAKING |
1988 | TRANSFORMATIONAL_LEADERSHIP; DATA_COLLECTED |
1990 | UNDERGRADUATE_STUDENTS |
1993 | INTELLIGENT_TUTORING; TEACHING_AND_LEARNING |
1994 | INTELLIGENT_TUTORING |
1995 | DATA_COLLECTED |
1996 | LEARNING_PROCESS; PROBLEM_SOLVING |
1997 | INTELLIGENT_TUTORING |
1998 | INTELLIGENT_TUTORING |
2001 | SUSTAINABLE_DEVELOPMENT |
2002 | VIRTUAL_TEAMS |
2005 | REAL_WORLD; LEARNING_ENVIRONMENT |
2006 | REAL_WORLD; LEARNING_ENVIRONMENT |
2007 | VIRTUAL_TEAMS; TEAM_PERFORMANCE; DECISION_MAKING; REAL_WORLD |
2008 | SUPPLY_CHAIN; FLOW_EXPERIENCE |
2009 | EXPERIENTIAL_LEARNING; ARTIFICIAL_INTELLIGENCE; DESIGN_METHODOLOGY |
2010 | TECHNOLOGY_ACCEPTANCE_MODEL; DECISION_SUPPORT_SYSTEMS; INFORMATION_SYSTEMS |
2011 | TEAM_LEARNING; TEAM_PERFORMANCE; ENTREPRENEURSHIP_EDUCATION; LEARNING_EFFECTIVENESS; TRANSFORMATIONAL_LEADERSHIP |
2012 | TEACHING_METHODS; LEARNING_ENVIRONMENT |
2013 | LEARNING_EFFECTIVENESS; ENTERPRISE_RESOURCE_PLANNING |
2014 | PERCEIVED_LEARNING; PROBLEM_SOLVING |
2015 | KNOWLEDGE_AND_SKILLS; ENTREPRENEURSHIP_EDUCATION; UNDERGRADUATE_STUDENTS; PERCEIVED_LEARNING |
2016 | HUMAN_FACTORS; ENTERPRISE_RESOURCE_PLANNING; LEARNING_EXPERIENCE; DECISION_SUPPORT_SYSTEMS; ARTIFICIAL_INTELLIGENCE |
2017 | SUSTAINABLE_DEVELOPMENT; DECISION_MAKING; HUMAN_FACTORS; PROBLEM_SOLVING |
2018 | TRANSFORMATIONAL_LEADERSHIP; HUMAN_FACTORS; UNDERGRADUATE_STUDENTS |
2019 | TEAM_COHESION; INTRINSIC_MOTIVATION; TEAM_PERFORMANCE; LEARNING_OUTCOMES; STUDENT_ENGAGEMENT |
2020 | ACTIVE_LEARNING; DATA_COLLECTED; LEARNING_OUTCOMES; SKILLS_DEVELOPMENT |
2021 | STUDENTS_PERCEPTIONS; HIGHER_ORDER_THINKING; TEAM_COHESION; LEARNING_PERFORMANCE; ACTIVE_LEARNING |
2022 | ENTREPRENEURIAL_ATTITUDE; ENTREPRENEURSHIP_EDUCATION; QUASI_EXPERIMENTAL; LEARNING_OUTCOMES; LEARNING_PERFORMANCE |
2023 | STUDENT_ENGAGEMENT; HIGHER_ORDER_THINKING; LEARNING_OUTCOMES; EXPERIENTIAL_LEARNING; LEARNING_EXPERIENCE |
Topic Theme | Topic Keywords | Primary Research Motivation | |
---|---|---|---|
Knowledge Driven | Domain Driven | ||
Active learning | Active learning, Virtual teams | ✓ | ∅ |
Information systems | Data collected, Perceived learning, Skills development, Information systems, Learning Effectiveness | ∅ | ✓ |
Learning process | Decision-making, Learning process, Teaching and learning, Teaching methods | ✓ | ∅ |
ERP challenge | ERP challenge, Learning environment, Real world, Problem-solving, Knowledge and skills, Undergraduate students | ∅ | ✓ |
Experiential learning | Experiential learning, Learning outcomes, Higher education, Learning experience, Thinking skills, Sustainable development | ✓ | ∅ |
Entrepreneurial attitude | Artificial intelligence, Entrepreneurial attitude, Entrepreneurship education, Flow experience | ∅ | ✓ |
Design methodology | Design methodology, Quasi-experimental, Higher_order_thinking, Student engagement | ✓ | ∅ |
Technology acceptance model | Learning performance, Technology acceptance model | ∅ | ✓ |
Emotional intelligence | Emotional intelligence, Team cohesion, Team performance, Intrinsic motivation | ∅ | ✓ |
Decision support systems | Decision support systems, Human factors, Supply chain, Enterprise resource planning | ∅ | ✓ |
Intelligent tutoring | Intelligent tutoring, Remedial tutoring | ✓ | ∅ |
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© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Bach, M.P.; Ćurlin, T.; Stjepić, A.M.; Meško, M. Quo Vadis Business Simulation Games in the 21st Century? Information 2023, 14, 178. https://doi.org/10.3390/info14030178
Bach MP, Ćurlin T, Stjepić AM, Meško M. Quo Vadis Business Simulation Games in the 21st Century? Information. 2023; 14(3):178. https://doi.org/10.3390/info14030178
Chicago/Turabian StyleBach, Mirjana Pejić, Tamara Ćurlin, Ana Marija Stjepić, and Maja Meško. 2023. "Quo Vadis Business Simulation Games in the 21st Century?" Information 14, no. 3: 178. https://doi.org/10.3390/info14030178
APA StyleBach, M. P., Ćurlin, T., Stjepić, A. M., & Meško, M. (2023). Quo Vadis Business Simulation Games in the 21st Century? Information, 14(3), 178. https://doi.org/10.3390/info14030178