An Analysis of Influence of Business Simulation Games On Business School Students' Attitude and Intention Toward Entrepreneurial Activities
An Analysis of Influence of Business Simulation Games On Business School Students' Attitude and Intention Toward Entrepreneurial Activities
Abstract
Although research on entrepreneurial attitude and intention has received so much
attention from scholars, only few studies have investigated the effect of value,
usefulness, and pleasure associated with business simulation games, and how these
values affect students’ attitude and intention toward entrepreneurial activities. In this
study, Technology Acceptance Model and Theory of Planned Behavior have been
used in combination to explore how these technological teaching methods influence
the attitude and intentions of the students toward entrepreneurial activities. The
results show that all hypotheses have been proven by stating significant and positive
students’ attitude and intention toward entrepreneurial activities using business
simulation games. But subjective norms did not contribute toward student intentions
in this regard. It is concluded that people with high uncertainty avoidance are
reluctant to take the risk; therefore, there is a need to change their attitude by
implementing entrepreneurial ecosystem in society.
1
School of Public Affairs, University of Science and Technology of China, Anhui, China
2
School of Management, University of Science and Technology of China, Anhui, China
3
School of Management and Economics, Beijing University of Posts and Telecommunications, Beijing, China
Corresponding Author:
Salman Zulfiqar, School of Public Affairs, University of Science and Technology of China, Anhui, China.
Email: [email protected]
2 Journal of Educational Computing Research 0(0)
Keywords
business simulation games, entrepreneurial intention, perceived values,
entrepreneurship
Introduction
Currently, the world is facing high unemployment rate among youngsters due to
unstable economic conditions; unemployment can be reduced by indulging the
youth in entrepreneurial activities (Wang & Wong, 2004). An entrepreneur as a
business leader always looks for new ideas and executes them to promote the
economic growth and development in the country. But at the same time, it is also
challenging to develop enough capabilities among the students to assist and
support them toward entrepreneurship. In today’s dynamic environment, stu-
dents need to develop their abilities and skills in accordance with the changes in
the environment in order to deal with upcoming challenges. In this regard,
business schools and related institutes are the main sources of education in
terms of management, entrepreneurial, and leadership. However, these schools
and institutes are under heavy criticism because of considering more theoretical
and bookish knowledge instead of practical knowledge (Gabrielsson, Tell, &
Politis, 2010).
Some previous studies also highlighted this issue that management courses
and theories seldom provide students with more useful or concrete knowledge to
apply in the real-world scenario (Bailey & Ford, 1996; Chia & Holt, 2008;
Mintzberg & Gosling, 2002; Nale, Rauch, Wathen, & Barr, 2000; Pfeffer &
Fong, 2002). Traditional methods and techniques to teach business education
and skills are not supportive enough for young learners to cope with unexpected
market changes and to survive within a multifaceted environment. Therefore, it
is the requirement of time to transform the outdated teaching and educational
approaches to modern approaches (Schoonenboom, 2014). Students need to
gain more practical knowledge about how to implement entrepreneurial the-
ories, because conventional teaching methods such as lectures, case studies,
and discussions provide them theoretical insights of topics but lack in the
provision of real-world experiences and actual practices. Few other researchers
also asserted that individuals learn more from their practical knowledge and
experiences instead of sitting in classrooms and only listening to the lectures
(AbouRizk, 1993; Chickering & Gamson, 1987). The new generation is brought
up with video games, mobiles devices, tablets, and regular access to the Internet
in their everyday life. So, the education system should be adapted according to
the desired behavior and practices of the current generation.
In today’s dynamic business environment and fluctuating economic condi-
tions, reorientation and modification of educational programs are required,
Zulfiqar et al. 3
Benefits of Simulation
Simulation-based learning is designed on the basis of constructivist learning
theory, as users learn or construct new knowledge from their own conceptual
knowledge (Dewey, 1938; Vygotsky, 1978). Simulation is a reliable and exciting
virtual system which provides students with a kind of rich and risk-free envir-
onment where they work together, brainstorm with each other, and make deci-
sions based on certain situations. Simulation games have some set of rules and
characters which students need to follow and thus provide them with an essence
of working in reality-based scenario (Leemkuil, Jong, & Ootes, 2000). These
games have different scales depending on the easy way of learning, smart learn-
ing, and learn in a real scenario with zero risks of losing. Simulation learning is
based on theories and applications that need to be implemented by students to
enhance their learning performance by engaging themselves in a real situation.
Mawhirter and Garofalo (2016) stated that simulation is a creative and innova-
tive way to increase student’s interest in learning. Simulation learning not only
helps students in reducing stress but also helps them in knowledge retention
(Popil & Dillard-Thompson, 2015).
Gredler (2004) describes some important characteristics of simulation: (a)
students actively interact with real-life complex situations (Thavikulwat,
2004); (b) rules, regulations, and duties are defined; (c) implementation of dif-
ferent strategies within certain limitations; and (d) to deal with the subsequent
changes while performing the simulation system task. Hughes and Scholtz (2015)
stated that simulation games provide students an experimental way of learning
by offering them multiple opportunities to pursue. These games can be classified
in terms of gaming, training, discrete, continuous or combined events, work-
shops, and modeling (Lean, Moizer, Towler, & Abbey, 2006).
Purpose
This article aims to examine the impact of using business simulation games by
students on their attitude and intention toward entrepreneurial activities
through incorporating Technology Acceptance Model (TAM) and Theory of
Planned Behavior (TPB). Based on these theories, five constructs (perceived
value of using business simulation games, perceived usefulness, perceived pleas-
ure, subjective norms, and perceived behavioral control) are chosen with the aim
to develop deeper understandings of the entrepreneurial world and to practically
provide important implications for educational scholars and especially for new
business founders.
The core values of business simulation games are to develop constant under-
standings among the business students about innovative skills, motivational
abilities, and meaningful tasks. Therefore, such games can be highly useful at
the school level and higher education level to boost up students’ attitude and
learning toward entrepreneurship in a more convenient and pleasurable teaching
environment. Solomon and Fernald (1991) also suggested in their study that the
provision of theoretical and practical knowledge can be more beneficial to shape
positive entrepreneurial intentions among students.
Perceived Value
Perceived value is considered as the tradeoff between benefits and costs incurred
by users (Zeithaml, 1988). Woodruff (1997) also defined perceived value as
experience and information that positively influence the mind of individuals
Subjective
Perceived
Norms
Perceived Perceived
behavioral
control
without considering the amount of time and cost spent on it. Perceived value is
divided into four subvalues: functional value, emotional value, monetary value,
and social value. Functional value is derived from utilitarian benefits of the
product usefulness and quality (Coutelle-Brillet, Rivière, & Garets, 2014;
Petrick, 2004; Sanchez-Fernandez, Iniesta-Bonillo, & Holbrook, 2008). When
business students play simulation games, the functional value of games motiv-
ates students to adopt and use this technology in future to have a better under-
standing of the environment. Such games work as the bridge between the theory
and practice, which helps the student to enhance their technical and critical
thinking skills (Bell & Loon, 2015). Emotional values are feelings and thoughts
that are generated while using different products or services; therefore, these are
also close to the pleasure and learning satisfaction of students associated with
using business simulation games. Social values are considered when the individ-
ual feels that he or she is connected with others by using some specific product or
service. Monetary value is the time, effort, or money spent on using the product
and service in order to get some results which satisfied the individual. Monetary
value cannot be neglected because students spend their lot of time and efforts to
learn through business simulation games.
Hughes and Scholtz (2015) stated that business simulation games provide the
students with an experimental way of learning by providing an opportunity for
them to share the information, interact, and help each other in making decisions.
The effect of perceived value on attitude in adopting the technology varies with
the experience and learning of an individual (Taylor & Todd, 1995). Simulation
games support to enhance student motivation (Fripp, 1997), time management
skills (Doyle & Brown, 2000), and help to work in the real-world scenario but
risk-free (King & Newman, 2009). The concept of value can only be calculated
after experiencing the result of the products or services, that is, how many
individuals spend on it and what benefits he or she gets out of it
(Jayawardena, Bertranda, Léoa, & Philippe, 2015). Verhagena, Feldberga,
Hooffa, Meentsa, and Merikivi (2012) also observed in their study that perceived
value can positively influence perceived usefulness and perceived pleasure. They
examined that perceived usefulness and perceived pleasure have a direct effect on
the attitude of the individual, as these two paradigms are determined by system-
specific element, that is, perceived value (Verhagena et al., 2012).
Perceived pleasure. Perceived pleasure is ‘‘the degree to which the activity of using
technology is perceived to be enjoyed in its own right apart from any perform-
ance consequences that may be anticipated’’ (Davis, Bagozzi, & Warshaw,
1992). Perceived pleasure and behaviors toward job performed are positively
significant (Pe-Than, Goh, & Lee, 2014). Hsu and Lin (2008) and Heijden
(2003) concluded from their studies that while using the hedonic system, per-
ceived pleasure shows a positive significant relationship with behavioral inten-
tion. According to Davis et al. (1992), perceived pleasure boosts up the
8 Journal of Educational Computing Research 0(0)
Subjective Norms
Subjective norm is the belief that people will support or approve particular
behavior for certain situation. Subjective norms are people’s view in which the
individual is motivated to behave in a certain manner in the given situation
(Elster, 1989). According to Ajzen and Driver (1991) and Primack, Switzer,
and Dalton (2007), social pressure has referents in the form of parents, friends,
teachers, media, peers, and classmates (Zhao et al., 2006). It has been examined
in previous studies that technological-based subjective norms are strongly asso-
ciated with intention of the individual to adopt the technology. In business
simulation games, opinion of peers is very important for a number of reasons:
(a) students interact with each other and share information and thoughts which
strongly affect their positive intention; (b) Visser and Krosnick (1998) also found
that young students learn more efficiently and effectively from the people who
are close and important to them.
Therefore, this study is based on the notion that student’s intention toward
entrepreneurial activities can enhance the usage of business simulation games
and vice versa.
Research Methodology
This research measures the impact of business simulation games on students’
attitude and intention toward entrepreneurial activities using modified TAM
and TPB. Before the data were collected from the respondents, two rounds of
the pilot study were conducted to test the validity of the survey instrument
(questionnaire). In the first round, three PhD scholars were requested to
review the questionnaire design. In the second round, 15 questionnaires were
circulated among the target students to find out the issues regarding word phras-
ing, format, layout, structure, and concept. As a result, conducting pilot study
ensured the high content validity of the instrument (Bell, 2005; Fink, 2003).
After the completion of pilot testing, questionnaires were distributed among
the target students to measure the research objectives.
Data were collected from multinational undergraduate, graduate, and post-
graduate students from universities and technology centers of China and
Pakistan who have knowledge about business simulation games. Respondents
were classified according to age, gender, and education. The purpose of the
Zulfiqar et al. 11
Gender
Male 220 61.11
Female 140 38.89
Educational level
Undergraduate 95 26.38
Graduate 101 28.05
Postgraduate 164 45.55
study was explained to the students before they were asked to fill the question-
naire. Self-administrated web-based survey technique was used to collect data
from the respondents. For the web-based survey, the contact information of the
respondents was obtained from colleagues who are already studying in different
universities. A URL survey link was sent to more than 285 potential respondents
through email and Smartphone application, that is, WeChat and WhatsApp, out
of which 155 questionnaires were found usable. Through the self-administrated
survey, 220 questionnaires were filled out of which 205 were useable. In total, 505
questionnaires were circulated among students out of which 360 questionnaires
were found accurately filled. The response rate was 71.28% which is acceptable
for further analysis (Hair, Anderson, Tatham, & Black, 1998). Demographic
characteristics of respondents are summarized in Table 1. All of the respondents
were from business schools who have the knowledge about business simulation
games or at least had used such games for once or more times.
Measurement items were adapted from previous research studies with little
modifications of words and sentences in accordance with the current study. The
measurement items for perceived pleasure and perceived value were adapted
from the study of Sweeny and Soutar (2001); perceived usefulness from Davis
(1989); attitude toward entrepreneurship, subjective norm, perceived behavioral
control, and intention toward entrepreneurial activities were adapted from
Solesvik, Westhead, Kolvereid, and Matlay (2012). The 7-point Likert scale
was used with 1 indicating strongly disagrees, 4 indicating neutral, and 7 indicat-
ing strongly agree to measure the responses.
Results
Step 1
Structural equation modeling (SEM) using AMOS 24 was used to analyze and
measure the structural model. In this study, first exploratory factor analysis was
12 Journal of Educational Computing Research 0(0)
used to deal with dimension reduction of items. To test the validity of data,
liability test was run. At the same time, researchers used a powerful instrument
that uses the confirmatory factor analysis, regression, and structural model sim-
ultaneously to estimate measurement model (Anderson & Gerbing, 1988).
Threshold level for Cronbach’s alpha, composite reliability, and average vari-
ance extracted (AVE) is 0.7, 0.7, and 0.5, respectively, as per the standard
criteria in existing literature (Flynn, Sakakibara, Schroeder, Bates, & Flynn,
1990; Fornell & Larcker, 1981; Hair et al., 1998; Nunally & Bernstein, 1978).
As presented in Table 2, composite reliability and Cronbach’s alpha values are
greater than .7 and AVE values for all constructs are greater than .5, exposing
good convergent validity. According to Fornell and Larcker (1981), another way
to determine discriminate validity is to compare the relationship between cor-
relation among the constructs and the square root of AVE of all constructs.
If AVE square root is higher than the correlation among constructs, this indi-
cates good discriminate validity (Table 3).
Step 2
SEM as a cross-discipline research tool has now become one of the important
techniques used by researchers to validate their research results (Hooper,
Coughlan, & Mullen, 2008). To evaluate the model fitness, researchers need to
examine fitness indices such as chi-square, goodness of fit index (GFI), adjusted
goodness of fit index (AGFI), tucker-lewis index (TLI), comparative fit index
(CFI), and root mean square root error of approximation (RMSEA). According
to the previous studies, for model goodness, the accepted value of chi-square
value should not be not less than 2.0 and not higher than 5.0 depending upon the
sample size (Barrettx, 2007; Hu & Bentler, 1999; Tabachnick & Fidell, 2007).
The accepted value for RMSEA should be less than 0.10 (Arbuckle, 2003), and
according to Stegier (2007), upper limit is 0.07 and it should be less than 0.08
(McQuitty, 2004). According to Miles and Shevlin (2007) and Arbuckle (2003),
GFI and AGFI indices values can be greater than 0.90 and 0.80, respectively.
Other researchers recommended that for NFI, IFI, and CFI indices, the values
can be greater than 0.85 (Arbuckle, 2003; Hu & Bentler, 1999). For this study,
SEM technique is used along with AMOS 24 and confirmatory factor analysis to
measure the model goodness-of-fit using various indices. As per the aforemen-
tioned recommendations, indices calculated for this study show the appropriate
goodness-of-fit for measurement and a structural model where all values of chi-
square, GFI, AGFI, CFI, TLI, NFI, IFI, and RMSEA are within acceptable
range as shown in Tables 4 and 5.
Next step is to test the hypotheses relationship. According to results, calcu-
lated perceived value is positively associated with an attitude of an individual
toward entrepreneurship ( ¼ .143, p < .001), and perceived value is positively
associated with perceived usefulness and perceived pleasure ( ¼ .311, p < .001
Zulfiqar et al. 13
Table 2. Result of Confirmatory Factor Analysis, Composite Reliability (CR), and Average
Variance Extracted (AVE).
and ¼ .175, p < .001, respectively). Perceived value is positively related to PBC
and subjective norm ( ¼ .416, p < .001 and ¼ .428, p < .001, respectively).
PBC is positively associated with the entrepreneurial intention ( ¼ .126,
p < .05). Attitude is a positive relationship with the entrepreneurial intention
14 Journal of Educational Computing Research 0(0)
Table 3. Descriptive Statistics, Correlation Matrix, Reliability, and Square Root of AVE.
Base 413.406 209 1.978 .911 .882 .052 .952 .953 .908
Base 718.648 307 2.341 .870 .839 .061 .908 .909 .852
( ¼ .092, p > .01), and the subjective norm has a negative relationship with the
entrepreneurial intention ( ¼ .066, p > .01). The result shows that H1, H2, H3,
H4, H5, H6, H7, and H9 are supported but H8 and H10 are not supported.
Figure 2 shows the path analysis.
Discussion
The primary theme of this study was to examine the impact of using business
simulation games by students on their attitude and intention toward entrepre-
neurial activities. The entrepreneurial spirit is an important driving force for
further revolution and transformation of the economic activities. Therefore,
boosting up this entrepreneurial spirit is the key to structural reforms which
can motivate the country market at a deeper level to achieve healthy and
Zulfiqar et al. 15
Perceived
Subjective
usefulnes
.428*** Norms
-.066
.311***
.306**
Attitude Entrepreneurial
towards intention
Perceived Value
of business
Entrepreneurshi .092
.134*
institutes can adopt the techniques through which students can develop
entrepreneurial skills by retaining themselves in the real-world scenario.
Business simulation games can assist the students to learn more practically by
assuming themselves in the real-world scenario, trying out different strategies,
and going through specific situations.
Values associated with business simulation games are social, functional, fiscal,
and emotional; these values influence social norms, perceived behavioral control,
and individual attitude toward entrepreneurial intention (Hughes & Scholtz,
2015; Woodruff, 1997). Simulation games provide students with the opportunity
to interact with each other, brainstorm the ideas presented, and experience those
ideas in real time but in a risk-free environment. Students will be able to think
out of the box in a creative and innovative way and can build intention toward
entrepreneurial venture. The findings indicate that business simulation games
are more popular among students who have the exposure to modern virtual
videos games; these virtual games work as a platform which enhances their
learning performance. Unlike the real-world consequences, business simulation
games help the students to start their own business, make decisions, and pivot
their directions in a vibrant and risk-free learning environment. These games not
only refine the students but also help them in dealing with the situations that
may occur in their real life.
Moreover, the results of the study indicate that business simulation games can
play an important role in developing favorable intentions among students
toward entrepreneurship. According to Bandura (1992), self-confidence on the
individual abilities can be gained through experiences, social interactions, and
learning by doing. Simulation games provide opportunities to develop feasibility
reports, business plans, and strategies to run a real business in a rapidly chan-
ging environment; therefore, these games play an important role in developing
PBC among students.
As Ulmanis (2015) also states, using case-study approaches to teach and guest
lecturers works as cheerleaders, as they inspire the students to be entrepreneurs
but they did not help in doing fact-based analysis and may not help for real
business plans. Therefore, business simulation games as a progressive and
innovative tool help the students in connecting theory with the practical impli-
cations and thus help them in choosing entrepreneurship as their career. The
entrepreneurial venture is a messy and complex world; there is always a risk of
failure and any wrong decision or response may result in the death of the ven-
ture. But such practical games offer the student with multiple opportunities to
learn from the experiences, the obstacles, and the failures which they face while
making decisions in multiple situations in the kind of virtual world. These games
help its participants in assessing risk, anticipate failures, and make contingency
plans. It is same as the mountain climbers who have to face extreme risks while
climbing but require doing a risk assessment. In the case of unexpected weather
changes, they have contingency plans according to different situations.
Zulfiqar et al. 17
Funding
The authors received no financial support for the research, authorship, and/or publication
of this article.
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Author Biographies
Salman Zulfiqar is currently a PhD scholar at the University of Science and
Technology of China, School of Public Affairs. His research interests include
entrepreneurial intention and learning, online social capital and trust, and social
networking policy.