Creating and Testing a Game-Based Entrepreneurship Education Approach

  • Ines Krajger
  • Wolfgang LattacherEmail author
  • Erich J. Schwarz
Conference paper
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 916)


Entrepreneurial games are a promising tool for entrepreneurship education. Students may gain a range of competences and – if feeling satisfied with the gaming episode – develop increased interest in the field. Despite some progress over the last decade, game development and accompanying research are still in exploratory stages. Thus, further best practice examples and insights in game mechanisms are essential. We support progress in two ways. First, we present a self-developed entrepreneurial game, called inspire! build your business. Second, based on data from three inspire! game events, we explore factors influencing gamer’s satisfaction via a quantitative approach. We find that the relationship between teacher and students, the structure of the game session and the perceived gains in competency significantly explain variance in satisfaction. These insights along with the best practice example of the inspire! game may contribute to game development and teaching.


Business game Satisfaction Gamification Entrepreneurship education 


  1. 1.
    Krajger, I., Schwarz, E.: inspire! build your business. In: ECSB 3E Conference, Enschede, The Netherlands, p. 50 (2018)Google Scholar
  2. 2.
    Kriz, W.C.: Systemkompetenz als Zieldimension komplexer Simulationen. Berufs- und Wirtschaftspädagogik online 10, 1–26 (2006)Google Scholar
  3. 3.
    Trautwein, C.: Unternehmensplanspiele im industriebetrieblichen Hochschulstudium, vol. 1, p. 307. Gabler Verlag, Wiesbaden (2010)Google Scholar
  4. 4.
    Garcia, J.C.S., et al.: Entrepreneurship education: state of the art. Propositos Y Representaciones 5(2), 401–473 (2017)Google Scholar
  5. 5.
    Kriz, W.C., Auchter, E.: 10 years of evaluation research into gaming simulation for german entrepreneurship and a new study on its long-term effects. Simul. Gaming 47(2), 179–205 (2016)CrossRefGoogle Scholar
  6. 6.
    Rauch, A., Hulsink, W.: Putting entrepreneurship education where the intention to act lies: an investigation into the impact of entrepreneurship education on entrepreneurial behavior. Acad. Manage. Learn. Educ. 14(2), 187–204 (2015)CrossRefGoogle Scholar
  7. 7.
    Li, N., Marsh, V., Rienties, B.: Modelling and managing learner satisfaction: use of learner feedback to enhance blended and online learning experience. Decis. Sci. J. Innovative Educ. 14(2), 216–242 (2016)CrossRefGoogle Scholar
  8. 8.
    Hennig-Thurau, T., Klee, A.: The impact of customer satisfaction and relationship quality on customer retention: a critical reassessment and model development. Psychol. Mark. 14(8), 737–764 (1997)CrossRefGoogle Scholar
  9. 9.
    Virtanen, M.A., et al.: The comparison of students’ satisfaction between ubiquitous and web-based learning environments. Educ. Inf. Technol. 22(5), 2565–2581 (2017)CrossRefGoogle Scholar
  10. 10.
    Huang, Y.M., Huang, S.H., Wu, T.T.: Embedding diagnostic mechanisms in a digital game for learning mathematics. Etr&D-Educational Technol. Res. Dev. 62(2), 187–207 (2014)MathSciNetCrossRefGoogle Scholar
  11. 11.
    Csikszentmihalyi, M.: Flow: Das Geheimnis des Glücks, 15th edn. Klett-Cotta, Stuttgart (2010)Google Scholar
  12. 12.
    Wiers-Jenssen, J., Stensaker, B.R., Grøgaard, J.B.: Student satisfaction: towards an empirical deconstruction of the concept. Qual. High. Educ. 8(2), 183–195 (2002)CrossRefGoogle Scholar
  13. 13.
    Ozgungor, S.: Identifying dimensions of students’ ratings that best predict students’ self efficacy, course value and satisfaction. Egitim Arastirmalari-Eurasian J. Educ. Res. 10(38), 146–163 (2010)Google Scholar
  14. 14.
    Arbaugh, J.B.: Managing the on-line classroom: A study of technological and behavioral characteristics of web-based MBA courses. J. High Technol. Manage. Res. 13(2), 203–223 (2002)CrossRefGoogle Scholar
  15. 15.
    Arbaugh, J.B., Duray, R.: Technological and structural characteristics, student learning and satisfaction with web-based courses: an exploratory study of two on-line MBA programs. Manage. Learn. 33(3), 331–347 (2002)CrossRefGoogle Scholar
  16. 16.
    Baena-Extremera, A., et al.: Predicting satisfaction in physical education from motivational climate and self-determined motivation. J. Teach. Phys. Educ. 34(2), 210–224 (2015)CrossRefGoogle Scholar
  17. 17.
    Bekele, T.A.: Motivation and Satisfaction in Internet-Supported Learning Environments: A Review. Educational Technology & Society 13(2), 116–127 (2010)MathSciNetGoogle Scholar
  18. 18.
    Caruana, A., La Rocca, A., Snehota, I.: Learner satisfaction in marketing simulation games: antecedents and influencers. J. Mark. Educ. 38(2), 107–118 (2016)CrossRefGoogle Scholar
  19. 19.
    Hong, W., et al.: User acceptance of agile information systems: a model and empirical test. J. Manage. Inf. Syst. 28(1), 235–272 (2011)CrossRefGoogle Scholar
  20. 20.
    Mikulic, J., Duzevic, I., Bakovic, T.: Exploring drivers of student satisfaction and dissatisfaction: an assessment of impact-asymmetry and impact-range. Total Qual. Manage. Bus. Excellence 26(11–12), 1213–1225 (2015)CrossRefGoogle Scholar
  21. 21.
    Sun, P.-C., et al.: What drives a successful e-Learning? An empirical investigation of the critical factors influencing learner satisfaction. Comput. Educ. 50(4), 1183–1202 (2008)CrossRefGoogle Scholar
  22. 22.
    Thurmond, V., et al.: Evaluation of student satisfaction: determining the impact of a web-based environment by controlling for student characteristics, vol. 16, pp. 169–190 (2002)Google Scholar
  23. 23.
    Kolb, D.: Individual learning styles and the learning process. Working Paper # 535–71. Sloan School of Management (1971)Google Scholar
  24. 24.
    Kapp, K.M., Blair, L., Mesch, R.: The Gamification of Learning and Instruction Fieldbook. Wiley, San Francisco (2014)Google Scholar
  25. 25.
    Kolb, A.Y., Kolb, D.A.: The learning way: meta-cognitive aspects of experiential learning. Simul. Gaming 40(3), 297–327 (2009)CrossRefGoogle Scholar
  26. 26.
    Schwarz, E., Krajger, I., Holzmann, P.: Prozessmodell zur systematischen Geschäftsmodellinnovation. Geschäftsmodellinnovationen, pp. 65–77. Springer, Wiesbaden (2016)CrossRefGoogle Scholar
  27. 27.
    Hair, J., et al.: Multivariate Data Analysis, 7th edn. Pearson, Upper Saddle River (2010)Google Scholar

Copyright information

© Springer Nature Switzerland AG 2020

Authors and Affiliations

  • Ines Krajger
    • 1
  • Wolfgang Lattacher
    • 1
    Email author
  • Erich J. Schwarz
    • 1
  1. 1.Alpen-Adria UniversityKlagenfurtAustria

Personalised recommendations