An exploratory study of entrepreneurship-related changes in game-based entrepreneurship education: Combining game play and creation

The purpose of this study is to explore, based on the idea of learning by teaching, whether adding learners’ own game creation to business game play is associated with entrepreneurship-related development. In this study, game creation is conceptualized as both an act of teaching others and a simulated form of entrepreneurial practice. To examine this, pre-post changes in entrepreneurship-related outcomes, including the Theory of Planned Behavior (TPB), Individual Entrepreneurial Orientation (IEO), and cognitive flexibility, were compared between a program involving business game play only and a program combining game play with game creation. The results indicated that the play-only program was associated with relatively limited changes in the measured outcomes, whereas the program incorporating game creation was associated with positive changes across broader range of outcomes. These findings provide preliminary evidence that participation in game creation activities may be associated with changes across multiple dimensions of entrepreneurship-related outcomes.

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Publication Details

Journal
Journal of the International Council for Small Business
Published
2026-08-25
DOI
https://doi.org/10.1080/26437015.2026.2701792
Primary Topic
Entrepreneurship Studies and Influences
Type
article
Field-Weighted Citation Impact
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article

An exploratory study of entrepreneurship-related changes in game-based entrepreneurship education: Combining game play and creation

Toshimitsu Abe Toshimitsu Abe, Rihyei Kang
Journal of the International Council for Small Business
Entrepreneurship Studies and Influences
article

An exploratory study of entrepreneurship-related changes in game-based entrepreneurship education: Combining game play and creation

Toshimitsu Abe Toshimitsu Abe, Rihyei Kang
article en

Abstract

The purpose of this study is to explore, based on the idea of learning by teaching, whether adding learners’ own game creation to business game play is associated with entrepreneurship-related development. In this study, game creation is conceptualized as both an act of teaching others and a simulated form of entrepreneurial practice. To examine this, pre-post changes in entrepreneurship-related outcomes, including the Theory of Planned Behavior (TPB), Individual Entrepreneurial Orientation (IEO), and cognitive flexibility, were compared between a program involving business game play only and a program combining game play with game creation. The results indicated that the play-only program was associated with relatively limited changes in the measured outcomes, whereas the program incorporating game creation was associated with positive changes across broader range of outcomes. These findings provide preliminary evidence that participation in game creation activities may be associated with changes across multiple dimensions of entrepreneurship-related outcomes.

Journal of the International Council for Small Business
Hosei University (JP), Sanno University (JP)
Decent work and economic growth
Openalex Percentile: Top 5%
Entrepreneurship Studies and Influences
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