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Evaluating the impact of serious games: the effect of gaming on entrepreneurial intent

Evaluating the impact of serious games: the effect of gaming on entrepreneurial intent PurposeSerious games are playing an increasingly significant role across a range of educational contexts. Business focused serious games can provide students with an authentic learning experience and their use has been increasingly taken up by business school faculty, including those delivering entrepreneurship education (EE). The purpose of this paper is to evaluate the impact of participation in a serious business game on the entrepreneurial intent (EI) of undergraduate students.Design/methodology/approachThe study adopts a pre-test/post-test quasi-experimental design. It employs a modified version of Linan et al.’s (2011) EI model in the form of a questionnaire survey completed by 263 undergraduate business and management students.FindingsA logic regression model was used to analyse the survey responses. The research findings indicate that the serious game used in this study has a significant negative impact on EI. Gender and role model effects are also identified from the analysis.Originality/valueThe paper contributes to the literature in two ways. First, it demonstrates the impact of serious business games on EI during the enterprise awareness stage of a student’s EE. Second, it provides a foundation for exploring the role that serious games can play in educating the potential entrepreneurs of the future. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Information Technology and People Emerald Publishing

Evaluating the impact of serious games: the effect of gaming on entrepreneurial intent

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References (119)

Publisher
Emerald Publishing
Copyright
Copyright © Emerald Group Publishing Limited
ISSN
0959-3845
DOI
10.1108/ITP-05-2015-0111
Publisher site
See Article on Publisher Site

Abstract

PurposeSerious games are playing an increasingly significant role across a range of educational contexts. Business focused serious games can provide students with an authentic learning experience and their use has been increasingly taken up by business school faculty, including those delivering entrepreneurship education (EE). The purpose of this paper is to evaluate the impact of participation in a serious business game on the entrepreneurial intent (EI) of undergraduate students.Design/methodology/approachThe study adopts a pre-test/post-test quasi-experimental design. It employs a modified version of Linan et al.’s (2011) EI model in the form of a questionnaire survey completed by 263 undergraduate business and management students.FindingsA logic regression model was used to analyse the survey responses. The research findings indicate that the serious game used in this study has a significant negative impact on EI. Gender and role model effects are also identified from the analysis.Originality/valueThe paper contributes to the literature in two ways. First, it demonstrates the impact of serious business games on EI during the enterprise awareness stage of a student’s EE. Second, it provides a foundation for exploring the role that serious games can play in educating the potential entrepreneurs of the future.

Journal

Information Technology and PeopleEmerald Publishing

Published: Nov 7, 2016

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