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dc.contributor.authorNewbery, R
dc.contributor.authorLean, J
dc.contributor.authorMoizer, J
dc.date.accessioned2016-10-21T13:45:26Z
dc.date.available2016-10-21T13:45:26Z
dc.date.issued2016-11-07
dc.identifier.issn0959-3845
dc.identifier.issn1758-5813
dc.identifier.urihttp://hdl.handle.net/10026.1/6586
dc.description.abstract

Purpose - Serious 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/approach - The 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. Findings – A 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/value - The 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.

dc.format.extent733-749
dc.languageen
dc.language.isoen
dc.publisherEmerald
dc.subjectComputer Games
dc.subjectEducation
dc.subjectSmall and medium sized enterprises (SMEs)
dc.subjectSimulation
dc.titleEvaluating the impact of serious games: the effect of gaming on entrepreneurial intent
dc.typejournal-article
dc.typeArticle
plymouth.author-urlhttps://www.webofscience.com/api/gateway?GWVersion=2&SrcApp=PARTNER_APP&SrcAuth=LinksAMR&KeyUT=WOS:000390712900004&DestLinkType=FullRecord&DestApp=ALL_WOS&UsrCustomerID=11bb513d99f797142bcfeffcc58ea008
plymouth.issue4
plymouth.volume29
plymouth.publication-statusPublished
plymouth.journalInformation Technology and People
dc.identifier.doi10.1108/ITP-05-2015-0111
plymouth.organisational-group/Plymouth
plymouth.organisational-group/Plymouth/Faculty of Arts, Humanities and Business
plymouth.organisational-group/Plymouth/Faculty of Arts, Humanities and Business/Plymouth Business School
plymouth.organisational-group/Plymouth/REF 2021 Researchers by UoA
plymouth.organisational-group/Plymouth/REF 2021 Researchers by UoA/UoA17 Business and Management Studies
plymouth.organisational-group/Plymouth/Users by role
plymouth.organisational-group/Plymouth/Users by role/Academics
dcterms.dateAccepted2015-08-19
dc.identifier.eissn1758-5813
dc.rights.embargoperiodNot known
rioxxterms.versionofrecord10.1108/ITP-05-2015-0111
rioxxterms.licenseref.urihttp://www.rioxx.net/licenses/all-rights-reserved
rioxxterms.licenseref.startdate2016-11-07
rioxxterms.typeJournal Article/Review


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