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Lookup NU author(s): Dr Robert Newbery
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License (CC BY-NC 4.0).
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. This paper seeks to evaluate the impact of participation in a serious business game on the Entrepreneurial Intent 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) Entrepreneurial Intent 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 Entrepreneurial Intent. Gender and role model effects are also identified from the analysis.Originality/valueThe paper contributes to the literature in two ways. Firstly, it demonstrates the impact of serious business games on Entrepreneurial Intent during the enterprise awareness stage of a student’s entrepreneurship education. Secondly, it provides a foundation for exploring the role that serious games can play in educating the potential entrepreneurs of the future.
Author(s): Newbery R, Lean J, Moizer J
Publication type: Article
Publication status: Published
Journal: Information Technology and People
Online publication date: 07/11/2016
Acceptance date: 19/08/2015
Date deposited: 04/11/2016
ISSN (print): 0959-3845
ISSN (electronic): 1758-5813
Publisher: Emerald Group Publishing Ltd
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