Abstract

Globalized markets, product complexity, and increased requirements on quality lead to growing complexity of business and manufacturing processes. Game-Based learning environments and business simulation games offer great potential to prepare employees the increasing complexity. As it is unclear who profits most from these learning environments, we did a study with 66 participants on a game for conveying Production Planning and Control and Quality Management. In our research model we combined personality attributes and two common technology acceptance models to determine factors projecting performance in the game and projected later use of business simulation games in general. We found that main drivers for usage are performance expectancy and transfer of skill, i.e., the perceived applicability of the learned knowledge and skills for the later work. The attained performance is unrelated to the projected use. The article concludes with guidelines to increase the likelihood for the later use of business simulation games and for increasing their overall efficacy.

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