Abstract
Simulation Games are now broadly used by scores of business schools, especially in marketing. These games favour active, feedback-based learning, normally in groups, and exhibit characteristics of intrinsic motivation channelled into a learning perspective. If Simulation Games clearly spur individuals to “win”, it is more difficult to assess whether they effectively empower them to “learn”. This study is a literature review that examines the limitations of learning effectiveness of Simulation Games. The article then proposes two theses intended to explain the potential causes of Simulation Game ineffectiveness: (1) the incompatibility of evaluation tools and (2) pedagogical deficiency inherent in Simulation Games.
Cite
CITATION STYLE
Ertz, M. (2016). Objective: Winning or Learning? A Study of Marketing Simulation Games. International Journal of Marketing Studies, 8(2), 13. https://doi.org/10.5539/ijms.v8n2p13
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